








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Godfeaster on the Map 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Lich |
Class | Archmage |
Level / Exp | 23 / 90% |
Size | medium |
Lifes / Deaths | Killed by Layetta the worm that walks at level 23 on the 67th Dusk 122nd year of Ascendancy at 18:55 / 1 |
Primary Stats
Strength | 20 (base 14) |
Dexterity | 10 (base 10) |
Constitution | 20 (base 10) |
Magic | 64 (base 51) |
Willpower | 43 (base 32) |
Cunning | 25 (base 21) |
Resources
Life | -96/434 |
Mana | 95/511 |
Healing Factor | 1.0870588855781 |
Regeneration | 2.4458824925508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 8 |
Offense: Mainhand
Damage | 32 |
Accuracy | 4 |
Crit Chance | 12% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +84% |
Light | +12% |
Physical | +9% |
Arcane | +9% |
Nature | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +40% |
Darkness | +5% |
Arcane | +10% |
Fire | +5% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 34 (35.65183292883%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 49 |
Mental Save | 44 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 14%( 70%) |
Physical | + 27%( 70%) |
Cold | + 32%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 12%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 66%( 70%) |
Fire | + 28%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Disarm Resistance | 33% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
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 247 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: 12 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 33 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 Dexterity 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Temporal | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Meta | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost sun paladin from death by Eilinalaith the cold drake hatchling. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Glorurin the treant. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% arcane Res.pen +20% lightning +5% darkness +10% arcane ----- def ----- Armour +4 Fatigue +3% Resists +17% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +18% acid +6% fire +9% cold +6% lightning Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +10% lightning +9% physical Res.pen +5% lightning Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +12 Resists +3% light +6% fire Disarm- +10% Stun/Frz- +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Spell.save +3 (+1 eff.) Max.HP +20.00 Poison- +20% Silence- +20% Stun/Frz- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +12% lightning Res.pen +5% fire Melee Ret 4 lightning ----- def ----- Fatigue -6% Resists +3% fire Blind- +32% ---------- misc Max.enc +28 Infravis +4 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +3% blight Max.HP +114.00 HP.reg +2.00 Cut- +10% Silence- +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% nature +11% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +16% lightning +6% darkness +6% fire +15% nature +9% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +9% lightning +16% cold +3% blight Spell.save +15 (+5 eff.) ---------- misc Max.mana +92.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 Melee Ret 6 arcane 2 light ----- def ----- Resists +6% light ---------- misc Mana/turn +0.16 Max.mana +27.00 Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +12% blight +7% physical +6% mind Crit.chn- 10.00% Heal.mod +5% Silence- +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +10% darkness Blind- +27% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% darkness Res.pen +10% mind Melee Ret 6 mind 2 darkness ----- def ----- Resists +26% mind +9% acid Confus- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Str +2 Dex +1 Mag +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Resists +6% nature +6% blight Poison- +12% Disease- +12% ---------- misc Infravis +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +3% cold +12% fire Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.pwr +20 (+6 eff.) S.pwr/crit +4 Dmg.mod +15% acid +14% mind +12% blight Melee Ret 4 blight ----- def ----- Resists +14% mind ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +1 Dex dps ---------- Res.pen +15% physical Acc +10 (+10 eff.) Melee Ret 4 lightning ----- def ----- Defense +15 (+9 eff.) Resists +12% lightning Mind.save +7 (+3 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +7 (+7 eff.) Apr +9 ----- def ----- Defense +15 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +16% lightning Res.pen +15% lightning ----- def ----- Resists +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.0 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 8 that illuminates the area and deals 133.83 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. |
![]() 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 +9% Spell.pwr +13 (+4 eff.) Dmg.mod +20% fire Phasing +12% ----- def ----- Defense +15 (+9 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Sharp, short and deadly. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+8 eff.) ----- def ----- Armour +4 Defense +12 (+7 eff.) Fatigue +8% Resists +20% cold Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +2 Cun +4 Mag dps ---------- Dmg.mod +12% light +11% darkness Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning +12% fire +12% light +13% darkness Die.at -80.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil +2 Con dps ---------- Phys.crit +5.0% Phys.pwr +15 (+7 eff.) Dmg.mod +6% lightning +8% physical +7% cold Res.pen +15% fire Acc +20 (+17 eff.) ----- def ----- Resists +7% lightning +6% cold +15% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 260, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +5% blight +10% temporal Against +38% Summoned On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Resists +3% blight +10% fire +6% temporal +10% cold D.Red.from +32% Summoned Create a temporary shield that absorbs 308 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +3% arcane ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +12% lightning Melee Ret 4 light ----- def ----- Armour +3 ---------- misc Light +3 Infravis +2 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 [Rare] Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +24% fire Acc +7 (+7 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Phys.save +12 (+4 eff.) Spell.save +14 (+5 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% Resists +8% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light 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 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Dmg.mod +14% mind ----- def ----- Resists +12% cold ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 4 acid 11 fire ----- def ----- Defense +15 (+9 eff.) Resists +3% lightning +6% fire +6% temporal ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +3% lightning +9% nature +6% acid ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 108.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% darkness Res.pen +10% physical Apr +4 On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex ----- def ----- Fatigue -5% Resists +2% physical +9% cold Stun/Frz- +10% ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% mind +10% fire Res.pen +10% nature +10% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +30% lightning Mind.save +7 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +25% lightning Melee Ret 4 lightning ----- def ----- Fatigue -6% Resists +12% lightning +6% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +6% temporal Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% light ---------- misc Light +1 Infravis +2 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +4 Defense +10 (+6 eff.) Resists +15% acid Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 435 Base Damage: 224 Armor: 3 All Resist: 20 Puts all charms on 25 cooldown 100% to reduce fatigue by 25% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 95 lightning damage and will be dazed for 1 turn (478 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Archlich the Lich Archmage level 20
50th Dusk 122nd year of Ascendancy at 22:28 see stats
By Archlich the Lich Archmage level 10
3rd Flare 122nd year of Ascendancy at 18:29 see stats
By Archlich the Lich Archmage level 20
49th Dusk 122nd year of Ascendancy at 14:16 see stats
By Archlich the Lich Archmage level 23
67th Dusk 122nd year of Ascendancy at 17:41 see stats
By Archlich the Lich Archmage level 9
2nd Flare 122nd year of Ascendancy at 13:04 see stats
By Archlich the Lich Archmage level 9
3rd Summertide 122nd year of Ascendancy at 16:27 see stats
By Archlich the Lich Archmage level 21
61st Dusk 122nd year of Ascendancy at 20:31 see stats
By Archlich the Lich Archmage level 15
22nd Dusk 122nd year of Ascendancy at 01:51 see stats
Log
Archlich receives 52 healing from Temporal Restoration Field.
Worm Rot from Layetta the worm that walks hits Archlich for (35 absorbed), 0 blight, (26 absorbed), 0 acid (0 total damage).
Layetta the worm that walks uses Flurry.
Layetta the worm that walks performs a melee critical strike against Archlich!
Layetta the worm that walks performs a melee critical strike against Archlich!
Layetta the worm that walks performs a melee critical strike against Archlich!
Layetta the worm that walks performs a melee critical strike against Archlich!
Archlich deactivates Disruption Shield.
Archlich's disruption shield collapses and then explodes in a powerful manastorm!
Layetta the worm that walks performs a melee critical strike against Archlich!
Ruin hits Layetta the worm that walks for 10 healing, 10 healing (0 total damage) [19 healing].
Layetta the worm that walks hits Archlich for (69 absorbed), 0 physical, (9 absorbed), 0 darkness, (49 absorbed), 0 darkness, (20 absorbed), 0 blight, (47 absorbed), 0 physical, (50 absorbed), 0 darkness, (20 absorbed), 0 blight, (63 absorbed), 0 physical, (9 absorbed), 0 darkness, (51 absorbed), 0 darkness, (20 absorbed), 0 blight, (32 absorbed), 0 physical, (52 absorbed), (22 mana), 0 darkness, (21 absorbed), (21 mana), 0 blight, (66 absorbed), (66 mana), 0 physical, (9 absorbed), (9 mana), 0 darkness, (206 absorbed), (206 mana), 0 darkness, 21 blight, 47 physical, 54 darkness, 22 blight (145 total damage).
Absorb Essence hits Archlich for 2 healing, 2 healing, 2 healing, 2 healing, 2 healing, 2 healing (0 total damage) [15 healing].
Melee retaliation hits Layetta the worm that walks for 7 lightning, 7 lightning, 7 lightning, 7 lightning, 7 lightning, 7 lightning (42 total damage).
Archlich receives 52 healing from Temporal Restoration Field.
Worm Rot from Layetta the worm that walks hits Archlich for 35 blight, 26 acid (61 total damage).
Layetta the worm that walks uses Dual Strike.
Archlich resists the stunning strike!
Melee retaliation hits Layetta the worm that walks for 7 lightning, 7 lightning (14 total damage).
Ruin hits Layetta the worm that walks for 10 healing, 10 healing (0 total damage) [20 healing].
Absorb Essence hits Archlich for 2 healing, 2 healing (0 total damage) [5 healing].
Layetta the worm that walks hits Archlich for 49 physical, 55 darkness, 22 blight, 79 physical, 9 darkness, 55 darkness, 22 blight (292 total damage).
Archlich receives 2 healing from Absorb Essence.
Archlich's arcane area effect hits Layetta the worm that walks for 64 arcane damage.
Archlich casts Rune: Shatter Afflictions.
Archlich is not crippled anymore.
A carrion worm mass bursts out of Archlich!
Archlich is free from the worm rot.
A shield forms around Archlich.