









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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 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! Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 34 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Admiral Korbek at level 20 on the 40th Retaking 124th year of Ascendancy at 17:27 0 / 7Killed by Emarin the ritch centipede at level 21 on the 1st Revenge 124th year of Ascendancy at 09:40 Killed by Liselaith the ritch larva at level 21 on the 1st Revenge 124th year of Ascendancy at 18:09 Killed by Poliriba the tiger at level 30 on the 28th Revenge 124th year of Ascendancy at 14:57 Killed by Xyvea the whitehoof ghoul at level 34 on the 40th Revenge 124th year of Ascendancy at 21:12 Killed by Xyvea the whitehoof ghoul at level 34 on the 40th Revenge 124th year of Ascendancy at 22:52 Killed by Mindwall at level 34 on the 48th Revenge 124th year of Ascendancy at 03:01 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 91 (base 60) |
| Willpower | 92 (base 60) |
| Cunning | 36 (base 21) |
Resources
| Life | -243/659 |
| Mana | 113/784 |
| Steam | 100/100 |
| Positive | 149/149 |
| Healing Factor | 1.3592147729953 |
| Regeneration | 4.4174480122348 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 17 |
| Crit Chance | 9% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| Cold | +16% |
| All | 0% |
| Lightning | +52% |
| Light | +16% |
| Temporal | +45% |
| Physical | +39% |
| Darkness | +5% |
| Fire | +10% |
| Nature | +14% |
Offense: Damage Penetration
| Lightning | +38% |
| Temporal | +36% |
| Physical | +35% |
| Cold | +23% |
| All | +18% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 45 |
| Mental Save | 40 |
Defense: Resistances
| Arcane | + 29%( 70%) |
| Cold | + 35%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 39%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 100% |
| Disarm Resistance | 96% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Willpower 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 129% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (60 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 127% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
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 Erúan 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb 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 | pair of hardened leather boots 'Nimbusbait' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Dmg.mod +18% lightning Res.pen +20% lightning +5% cold ----- def ----- Armour +3 Resists +11% lightning +11% temporal +8% fire +7% cold ---------- misc Mana/turn +0.23 Max.mana +23.00 A pair of boots made of leather. |
| Light source | Nimbuswake1.0 T3 lite [Rare] Master While equipped: Stats +5 Mag +5 Cun +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +7% all Apr +10 ----- def ----- Resists +15% lightning Crit.dmg- 15.00% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-10 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.33 cold and 26.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Poryma 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +6% darkness Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 A belt that goes around your waist. |
| In main hand | Starcaller (25-30 power, 4 apr, lightning element)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% lightning ----- 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 | steady drakeskin leather gloves of spellstriking (0 def, 3 armour) 1.0 T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 10 arcane Dmg.mod +4% arcane Acc +6 (+3 eff.) ----- def ----- Armour +3 Resists +5% arcane Phys.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Disarm- +96% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +12 arcane On Hit: 10% Perfect Control 5 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | silk robe 'Treezeal' (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +6 Str +6 Dex +16 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +35% temporal +16% light +6% cold +6% nature +21% physical Res.pen +18% temporal +17% physical On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +9% nature +24% light +13% all Anom.red +22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +30% lightning +5% physical Stun/Frz- +50% ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.5 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 165.15 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
manasurge rune (regen 778% over 10 turns; mana 39; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 778% for 10 turns (57 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Fungal Web0.1 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: Headlamp0.1 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: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 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: Mental Stimulator0.1 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. |
schematic: Razor Edge0.1 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: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Icewarden the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Cun dps ---------- Phys.pwr +8 (+8 eff.) Mind.pwr +15 (+5 eff.) Phys.spd +10% Dmg.mod +3% cold +8% physical ----- def ----- Resists +3% cold Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.hate +2.00 Amulets make your neck look great! |
Sunstone0.1 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? |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
yew magestaff 'Glareguile' (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +6% light +3% mind ----- def ----- Resists +12% mind Crit.dmg- 10.00% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Adyth'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +5 Con dps ---------- Melee Ret 6 physical ----- def ----- Resists +8% lightning +8% temporal Phys.save +12 (+6 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Resists +0% lightning Poison- +50% Stun/Frz- +0% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 11% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (45 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (79 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Xanildann (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +21% acid +12% temporal +6% light +7% cold +5% arcane Disarm- +0% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+9 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +0 (+0 eff.) Fear- +60% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.50 mind and 15.22 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 3.50 mind and 3.67 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.71 mind and 6.00 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
58 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Unryntir the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 8 physical ----- def ----- Resists +6% fire +4% physical +9% cold Spell.save +6 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 392 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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. |
15 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 fiery salve [power 19] powerful fiery salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 222] powerful pain suppressor salve [power 222]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 52% cooldown modifier. Let you fight up to -222 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. |
powerful water salve [power 19] powerful water salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] 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. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
17 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Lhar the Orc Archmage level 14
31st Retaking 124th year of Ascendancy at 15:35 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Lhar the Orc Archmage level 32
29th Revenge 124th year of Ascendancy at 20:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lhar the Orc Archmage level 31
29th Revenge 124th year of Ascendancy at 07:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lhar the Orc Archmage level 10
22nd Retaking 124th year of Ascendancy at 08:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lhar the Orc Archmage level 20
40th Retaking 124th year of Ascendancy at 03:57 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lhar the Orc Archmage level 30
24th Revenge 124th year of Ascendancy at 07:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lhar the Orc Archmage level 23
3rd Revenge 124th year of Ascendancy at 17:46 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Lhar the Orc Archmage level 23
3rd Revenge 124th year of Ascendancy at 10:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lhar the Orc Archmage level 19
40th Retaking 124th year of Ascendancy at 03:39 see stats
Log
The powerful time-altering energies generate a restoration field on Lhar.
Lhar is on fire!
Mindwall converts some damage to Psi!
Lhar HEALS from fire damage!
Lhar HEALS from darkness damage!
Melee retaliation hits Mindwall for (26 blocked), (4 resonance), 2 to psi, 2 physical (3 total damage).
Mindwall hits Lhar for (381 to time), (230 absorbed), 0 physical, (20 absorbed), 0 mind, (7 absorbed), 0 fire, 5 healing, (4 absorbed), 0 mind, (5 absorbed), 0 darkness, 2 healing (0 total damage) [7 healing].
Lhar casts Manathrust.
Lhar's spell attains critical power!
Lhar casts Manathrust.
Mindwall converts some damage to Psi!
Lhar hits Mindwall for (131 resonance), 48 to psi, 46 arcane, (67 resonance), 24 to psi, 24 arcane (142 total damage).
Mindwall hits Lhar for (54 absorbed), 0 mind (0 total damage).
The shield around Lhar crumbles.
Talent Lightning is ready to use.
Lhar HEALS from fire damage!
Mindwall converts some damage to Psi!
Burning from Mindwall hits Lhar for (2 absorbed), 0 fire, 2 healing (0 total damage) [2 healing].
Mindwall receives 9 healing (17 psi heal).
Lhar receives 47 healing from Temporal Restoration Field.
Lhar's Galactic Pulse hits Mindwall for (14 resonance), 5 to psi, 5 darkness (10 total damage).
Bleeding from Lhar hits Mindwall for (7 blocked), 0 physical (0 total damage).
Arcane Vortex from Lhar hits Mindwall for (31 resonance), 11 to psi, 11 arcane (22 total damage).
Mindwall uses Dream Smith's Hammer.
Mindwall performs a melee critical strike against Lhar!
Mindwall converts some damage to Psi!
Melee retaliation hits Mindwall for (26 blocked), (4 resonance), 2 to psi, 2 physical (3 total damage).
Mindwall hits Lhar for 903 physical damage.
Lhar the level 34 orc archmage was ground to death by Mindwall on level 1 of Internment Camp.



















































































































