








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Store Wish List 1.7.0Ashes of Urh'Rok 1.7.3Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.3Official Expansion!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 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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 | Normal Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 29 / 68% |
| Size | big |
| Lifes / Deaths | Killed by Emarena the shalore liberator at level 29 on the 4th Revenge 124th year of Ascendancy at 04:54 / 1 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 95 (base 60) |
| Willpower | 77 (base 52) |
| Cunning | 40 (base 14) |
Resources
| Life | -133/603 |
| Mana | 26/631 |
| Positive | 114/134 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 6.3126873455483 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.499999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 30.359939435378 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 22 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +26% |
| Arcane | +33% |
| Cold | +26% |
| All | +12% |
| Lightning | +35% |
| Light | +52% |
| Temporal | +17% |
| Physical | +17% |
| Darkness | +18% |
| Nature | +21% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 43 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Light | + 70%( 70%) |
| Blight | + 23%( 70%) |
| Nature | + 18%( 70%) |
| Cold | + 39%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 74% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 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 (65 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 355 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 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
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
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 Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haรฏb 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 | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- 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." |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +10 Wil +3 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +8% blight +8% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +3% nature Cut- +10% Pinning- +20% Stun/Frz- +20% ---------- misc Mana/turn +0.04 Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 25, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| Tool | Galeran the yew totem of thorny skin [power 32] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +4 Wil ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +12 Str +10 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +14% cold ----- def ----- Resists +6% blight +28% cold Poison- +10% Knockbk- +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Cyriyatha0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +6 Wil +8 Cun dps ---------- Phys.pwr +20 (+7 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +9 (+3 eff.) Acc +15 (+8 eff.) ----- def ----- Silence- +24% ---------- misc Mana/turn +0.17 Max.stam +20.00 Rings make your fingers look great! |
| Around waist | Balodar the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Cun +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue -8% Phys.save +14 (+7 eff.) Spell.save +8 (+3 eff.) ---------- misc Max.enc +46 Max.hate +4.00 Size +1 A belt that goes around your waist. |
| In main hand | potent yew magestaff of illumination (23-28 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +23% lightning ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 202.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Oakhue (6 def, 5 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +6% blight +9% nature +24% light +12% all Melee Ret 8 nature ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +3% blight +9% darkness +36% light +15% all Max.HP +49.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Radhohad' (12 def, 12 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +12 (+6 eff.) Phys.save +8 (+4 eff.) Spell.save +3 (+1 eff.) Die.at -80.00 life Pinning- +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Velolaith0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +3 Mag +6 Wil dps ---------- Spell.crit +8% Spell.pwr +4 (+1 eff.) Dmg.mod +5% temporal +6% light +5% physical +9% arcane +6% darkness ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Mana/turn +0.08 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 806% over 10 turns; mana 40; 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 806% for 10 turns (64 total) and instantly restoring 40 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. |
shielding rune (absorb 120; dur 3; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 120 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet 'Chalolehad'0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +18% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Resists +6% darkness Crit.dmg- 15.00% Mind.save +7 (+3 eff.) Cut- +10% Confus- +13% Amulets make your neck look great! |
vitalizing stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +9 (+5 eff.) Max.HP +31.00 HP.reg +3.00 Amulets make your neck look great! |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.11 Max.mana +23.00 Amulets make your neck look great! |
warrior's gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% physical Blind- +14% ---------- misc Stam/turn +0.20 Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
gold ring 'Cuthaderand'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +21% mind Res.pen +10% arcane ----- def ----- Mind.save +10 (+5 eff.) Confus- +33% ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 Rings make your fingers look great! |
stralite ring of nature (+28%)0.1 T4 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced stralite greatsword of erosion (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature/Master Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Acc +13 (+7 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +34% Massive two-handed swords. |
stralite greatsword of daylight (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +20% Undead Massive two-handed swords. |
steady yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Res.pen +11% physical Acc +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Dourpain the thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 darkness While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +20% acid Melee Ret 8 acid ----- def ----- Resists +7% lightning +8% fire +14% cold ---------- misc Light +3 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
creative pulsing mindstar of clarity (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Max.psi +21.00 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. |
infernal yew starstaff of breaching (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +14 (+4 eff.) Melee+ 20 fire Dmg.mod +20% light Res.pen +10% light ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (19-23 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +19% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emibrenne the stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: Stats +8 Dex +1 Wil +1 Con dps ---------- Phys.spd +10% Dmg.mod +12% temporal Acc +18 (+9 eff.) Melee Ret 4 temporal ----- def ----- Defense +7 (+4 eff.) Disarm- +30% ---------- misc Infravis +2 One-handed war axes. |
hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 A belt that goes around your waist. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dispeller's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +8% lightning +8% darkness +6% light +8% blight +8% fire +8% cold +13% all Phys.save +14 (+7 eff.) Spell.save +22 (+8 eff.) Mind.save +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +11% all Poison- +23% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (49 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (86 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. |
Chillwinnow the pair of dwarven-steel boots (0 def, 13 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Wil +4 Cun dps ---------- Melee Ret 6 cold ----- def ----- Armour +13 Fatigue +3% Resists +11% acid +8% fire +8% lightning +11% cold Phys.save +10 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +2 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. |
naturalist's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature 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. |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
high-capacity quiver of elven-wood arrows of daylight (47/47, 44-61 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Arcane/Master Power 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 47 Ranged+ +11 light Against +14% Undead While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
65 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. |
2 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 28 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
2 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. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Aeryn Assassin the Whitehoof Archmage level 3
11st Retaking 124th year of Ascendancy at 09:00 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Aeryn Assassin the Whitehoof Archmage level 13
34th Retaking 124th year of Ascendancy at 03:32 see stats
For a Few Gold More (Roguelike)
Completely deplete an AAA's stock.By Aeryn Assassin the Whitehoof Archmage level 12
31st Retaking 124th year of Ascendancy at 08:38 see stats
Level 10 (Roguelike)
Got a character to level 10.By Aeryn Assassin the Whitehoof Archmage level 10
15th Retaking 124th year of Ascendancy at 18:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By Aeryn Assassin the Whitehoof Archmage level 20
43rd Retaking 124th year of Ascendancy at 18:21 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Aeryn Assassin the Whitehoof Archmage level 27
52nd Retaking 124th year of Ascendancy at 01:20 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Aeryn Assassin the Whitehoof Archmage level 27
51st Retaking 124th year of Ascendancy at 14:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Aeryn Assassin the Whitehoof Archmage level 17
40th Retaking 124th year of Ascendancy at 14:53 see stats
Log
Melee retaliation killed Sun paladin!
Vorida the sun-mage casts Firebeam.
Vorida the sun-mage casts Draining Assault.
Vorida the sun-mage performs a melee critical strike against Aeryn Assassin!
Talent Lifeless Rush is ready to use.
Talent Arcane Vortex is ready to use.
Vorida the sun-mage steals life from Aeryn Assassin!
Vorida the sun-mage hits Aeryn Assassin for 35 fire, 46 physical, 21 fire, 23 physical, 21 fire (147 total damage).
Burning from Vorida the sun-mage hits Aeryn Assassin for 11 fire damage.
Aeryn Assassin hits Vorida the sun-mage for 12 healing, 5 healing, 6 healing, 5 healing (0 total damage) [28 healing].
Melee retaliation hits Vorida the sun-mage for 6 nature, 8 blight, 6 nature, 8 blight (28 total damage).
Vorida the sun-mage's spell attains critical power!
Vorida the sun-mage hits Aeryn Assassin for 21 fire damage.
Vorida the sun-mage's Quickdraw Knife hits Aeryn Assassin for 102 physical damage.
Melee retaliation hits Vorida the sun-mage for 6 nature, 8 blight (14 total damage).
Emarena the shalore liberator activates a prepared device.
Sun orb casts Solar Orb.
Vorida the sun-mage casts Empathic Hex.
Aeryn Assassin shrugs off the effect 'Empathic Hex'!
Emarena the shalore liberator uses Lightning Speed.
Emarena the shalore liberator turns into pure lightning!
Talent Elemental Array Burst is ready to use.
Talent Teleport is ready to use.
Burning from Vorida the sun-mage hits Aeryn Assassin for (2 flat reduction), 12 fire (12 total damage).
Emarena the shalore liberator is back to normal.
Emarena the shalore liberator hits Aeryn Assassin for (2 flat reduction), 80 physical, (2 flat reduction), 7 cold, (2 flat reduction), 55 physical (142 total damage).
Melee retaliation hits Emarena the shalore liberator for 10 nature, 8 blight, 10 nature, 8 blight (36 total damage).
Aeryn Assassin the level 29 whitehoof archmage was squished to death by Emarena the shalore liberator on level 4 of Gates of Morning.


















































































































