







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. 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:
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. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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 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:
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 | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 29 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Xudhenn the tiger at level 29 on the 11st Revenge 124th year of Ascendancy at 18:03 / 1 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 76 (base 60) |
| Willpower | 62 (base 47) |
| Cunning | 28 (base 19) |
Resources
| Mana | 207/640 |
| Psi | 132/152 |
| Life | -126/610 |
| Paradox | 300 |
| Steam | 28/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 12 |
| See Stealth | 14 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 3 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +8% |
| Lightning | +70% |
| Light | +12% |
| Nature | +5% |
| Darkness | +3% |
| Physical | +7% |
| Mind | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 2 |
| Physical Save | 22 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Arcane | + 14%( 70%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 17%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 15%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 (115 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: Shatter AfflictionsUse 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 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 87 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 Willpower stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Galvanic technomancy | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | 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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +25% ----- def ----- Armour +1 Defense +2 (+2 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." |
| On hands | Sludgegrip (0 def, 0 armour) 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 Talents +1 Sand Shredder 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. |
| On head | eldritch cashmere wizard hat of the sentry (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Silence- +30% ---------- misc Mana/turn +0.90 Mana/ret +1.30 Max.mana +48.00 Infravis +6 See.Stealth +8 See.Invis +10 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 50% and attempts to push all creatures other than yourself out of its radius, inflicting 11.09 light damage and 10.20 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | powerful steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +24% lightning Rings make your fingers look great! |
| On fingers | Fogravage the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +5 Wil dps ---------- Dmg.mod +3% lightning +3% darkness Melee Ret 4 darkness ----- def ----- Resists +9% darkness Mind.save +10 (+5 eff.) ---------- misc See.Invis +6 Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | magelord's yew magestaff (20-24 power, 4 apr, lightning 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 ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +14 (+4 eff.) Melee+ 20 arcane Dmg.mod +20% lightning ---------- misc Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | stormwoven woollen robe of lightning (+28%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +20% lightning +7% physical +8% cold ----- def ----- Resists +28% lightning +7% cold +9% all ---------- misc Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Guma 1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind +12% light Melee Ret 12 fire ----- def ----- Resists +7% fire +9% light +3% mind Stun/Frz- +10% ---------- misc Light +10 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Around waist | Boltblur1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +15 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Resists +5% arcane +6% fire Phys.save +6 (+3 eff.) Max.HP +80.00 ---------- misc Size +1 A belt that goes around your waist. |
Inventory
manasurge rune of the warrior (regen 822% over 10 turns; mana 41; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 822% for 10 turns (115 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 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: Fatal Attractor0.1 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: Fiery 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: Frost 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: 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. |
schematic: Spike Attachment0.1 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: Spring Grapple0.1 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: Steamgun0.1 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: Steamsaw0.1 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. |
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? |
Isadhetira the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +2.0% ----- def ----- Mind.save +4 (+2 eff.) Die.at -40.00 life Rings make your fingers look great! |
Ivassra the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +5% all ----- def ----- Armour +2 Resists +23% acid +14% fire +12% lightning +12% cold Max.HP +40.00 Silence- +10% Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 125.10 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Belubrerin (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Hit: * 20% chance to reduce all saves and defense by 25 * 25% chance for lightning to strike from the target to a second target dealing 95 damage While equipped: Stats +3 Cun +3 Wil dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +20 (+18 eff.) Resists +6% light Phys.save +6 (+3 eff.) Disarm- +28% Massive two-handed swords. |
infernal ash magestaff of wizardry (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +12 (+4 eff.) Melee+ 18 fire Dmg.mod +15% lightning ---------- misc Max.mana +25.00 See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+5 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Nimbustrencher the stralite waraxe (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 nature On Hit.r1 +16 acid On Crit.r2 +8 lightning On Hit: * 18 arcane resource burn * 10% chance to reduce armor by 37% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +3% lightning Acc +10 (+10 eff.) On Hit (Melee): * 10% chance to reduce armor by 37% One-handed war axes. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Splendourhue the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +6% light Res.pen +5% mind Apr +6 Melee Ret 4 light ----- def ----- Armour +5 Fatigue +4% Resists +9% mind ---------- misc Spell.cld 10% Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+10 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
cured leather armour 'Nerynn' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% lightning +15% fire Max.HP +34.00 HP.reg +3.70 Heal.mod +13% ---------- misc Infravis +2 A suit of armour made of leather. |
26 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. |
18 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. |
23 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
24 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. |
2 spinel0.0 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. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
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. |
26 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. |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
18 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. |
29 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. |
ametrine0.0 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. |
zircon0.0 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. |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Godrakk the Whitehoof Archmage level 12
22nd Retaking 124th year of Ascendancy at 22:56 see stats
I did not want that! (Nightmare (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Godrakk the Whitehoof Archmage level 29
51st Retaking 124th year of Ascendancy at 09:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Godrakk the Whitehoof Archmage level 10
16th Retaking 124th year of Ascendancy at 16:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Godrakk the Whitehoof Archmage level 20
37th Retaking 124th year of Ascendancy at 01:07 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Godrakk the Whitehoof Archmage level 16
30th Retaking 124th year of Ascendancy at 02:07 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Godrakk the Whitehoof Archmage level 29
11st Revenge 124th year of Ascendancy at 17:59 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Godrakk the Whitehoof Archmage level 21
37th Retaking 124th year of Ascendancy at 20:44 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Godrakk the Whitehoof Archmage level 16
31st Retaking 124th year of Ascendancy at 01:03 see stats
Log
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Godrakk hits Xudhenn the tiger for 113 lightning, 33 fire (146 total damage).
Godrakk hits Treant for 62 fire damage.
Xudhenn the tiger is protected by a layer of thick leaves.
Godrakk killed Treant!
Xudhenn the tiger uses Nature's Equilibrium.
Godrakk converts damage to mana!
Xudhenn the tiger hits Godrakk for (305 converted), 0 nature, (9 converted), 0 acid, (8 converted), 0 physical, (13 converted), 0 arcane (0 total damage).
Melee retaliation hits Xudhenn the tiger for 2 darkness, 6 fire (8 total damage).
Talent Chain Lightning is ready to use.
Thunderstorm hits Xudhenn the tiger for 26 lightning damage.
Godrakk casts Galvanic Rod.
Something performs a melee critical strike against Godrakk!
Godrakk deactivates Disruption Shield.
Godrakk's disruption shield collapses and then explodes in a powerful manastorm!
Godrakk has their Arcane Reconstruction spell disrupted for for 4 turns!
Godrakk converts damage to mana!
Something hits Godrakk for (117 converted), 0 nature, (9 converted), 0 acid, (5 converted), (2 absorbed), 0 physical, (6 absorbed), 0 arcane, (26 absorbed), 0 arcane, (69 absorbed), 0 mind, (9 absorbed), 0 acid, (8 absorbed), 0 physical, (6 absorbed), 0 arcane (0 total damage).
Something misses Godrakk.
Something misses Godrakk.
Your shield crumbles under the damage!
The shield around Godrakk crumbles.
Godrakk's arcane area effect hits Something for 70 arcane damage.
Godrakk's arcane area effect hits Godrakk for (10 absorbed), 12 arcane (12 total damage).
Something performs a melee critical strike against Godrakk!
Something performs a melee critical strike against Godrakk!
Something hits Godrakk for 96 nature damage.
Godrakk the level 29 whitehoof archmage was slimed to death by Xudhenn the tiger on level 1 of Sunwall Observatory.
The furious lightning storm around Godrakk calms down and disappears.




















































































































