Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.7Official 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 1.6.6This 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 Forbidden Cults 1.6.7Official 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 | Male |
| Race | Orc |
| Class | Archmage |
| Level / Exp | 31 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Brcor the human at level 31 on the 25th Revenge 124th year of Ascendancy at 01:39 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 62 (base 60) |
| Willpower | 54 (base 45) |
| Cunning | 32 (base 27) |
Resources
| Life | -20/598 |
| Mana | 147/450 |
| Steam | 100/100 |
| Healing Factor | 1.1382872928177 |
| Regeneration | 12.805732044199 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -27.079597893635% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 5 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 11% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +26% |
| Arcane | +24% |
| Cold | +23% |
| All | +12% |
| Darkness | +19% |
| Light | +49% |
| Physical | +25% |
| Fire | +23% |
| Lightning | +53% |
Offense: Damage Penetration
| Arcane | +22% |
| Lightning | +57% |
| Mind | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 21 (34%) |
| Defense | 46 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 33 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 35%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 54%( 70%) |
| Fire | + 22%( 70%) |
| Physical | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Confusion Resistance | 20% |
| Stun Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 377 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% 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 (1162 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 97%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 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 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Tempest |
| talent | Feather Wind |
| talent | Shielding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| detrimental effect | The target is hexed, granting it 47% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | Movement speed is reduced by 53%. Slow movement |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target enters a destructive fury, increasing all damage done by 12%. Orcish Fury |
| beneficial effect | The mana surge engulfs the target, regenerating 12.63 mana per turn. Surging mana |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +14.00 Talents +3 Rocket Boots A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
| On head | eldritch linen wizard hat of arcana (1 def, 0 armour) 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.70 Max.mana +40.00 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | warded yew wand of shielding [power 266] (15/20 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +3 temporal +3 arcane +3 mind Talents +1 Ward Create a shield absorbing up to 377 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +8 (+3 eff.) Resists +26% lightning Rings can have magical properties. |
| On fingers | Radiancetrail0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% mind Melee Ret 10 mind ----- def ----- Resists +15% light Max.HP +55.00 HP.reg +8.00 Heal.mod +13% ---------- misc Light +3 Rings can have magical properties. |
| Around waist | Glitterborn the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +18 (+6 eff.) Resists +6% light Phys.save +12 (+6 eff.) Confus- +20% Knockbk- +10% ---------- misc Infravis +3 A belt that goes around your waist. |
| In main hand | yew magestaff 'Blindtrail' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +20% lightning +12% light +12% arcane Res.pen +15% arcane ----- def ----- Armour +5 Hardiness +4% Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.24 Max.mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves (0 def, 5 armour) 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +46.00 ---------- misc Talents +1 Sand Shredder 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 | Floespawn (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +11% acid +13% physical +18% light +14% blight +11% fire +11% cold ----- def ----- Resists +13% acid +12% physical +27% light +14% blight +12% cold +12% fire +11% all ---------- misc See.Invis +3 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 10% chance to reduce damage dealt by 19% * 5% chance to blind ----- def ----- Fatigue -6% HP.reg +3.00 Amulets can have magical properties. |
Inventory
medical injector implant of the warrior (efficiency 90% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune of the wizard (absorb 116; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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 116 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Deflection Field0.1 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: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +14% Cut- +60% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
savage's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +13 (+6 eff.) ---------- misc Max.stam +10.00 Rings can have magical properties. |
yew magestaff 'Aeriyon' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +6% acid +20% lightning Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Resists +6% blight +6% acid +3% nature +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Arymnir' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% lightning +12% arcane Res.pen +15% mind Phasing +13% On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +13 (+5 eff.) Resists +5% arcane Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Boriruigas the Cureshear (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +10 (+4 eff.) Resists +12% nature Phys.save +9 (+5 eff.) ---------- misc Infravis +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 37.18 to 46.48 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +11% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +25 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% all Phys.save +21 (+10 eff.) Spell.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-10 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
19 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. |
4 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. |
25 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
20 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. |
14 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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
18 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. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
22 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. |
potent frost salve [power 12] potent frost salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 196] powerful healing salve [power 196]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 196 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dwarven-steel torque of mindblast 'Blazespike' [power 315] (15/18 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% light +6% fire Res.pen +20% fire ---------- misc Light +1 Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce fatigue by 37% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating steel torque of psionic shield [power 45] (15/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (15/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 105 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. |
14 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. |
30 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 (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Soric the Orc Archmage level 11
19th Retaking 124th year of Ascendancy at 12:18 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Soric the Orc Archmage level 14
28th Retaking 124th year of Ascendancy at 02:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Soric the Orc Archmage level 10
16th Retaking 124th year of Ascendancy at 21:29 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Soric the Orc Archmage level 20
43rd Retaking 124th year of Ascendancy at 13:36 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Soric the Orc Archmage level 30
23rd Revenge 124th year of Ascendancy at 08:37 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Soric the Orc Archmage level 21
45th Retaking 124th year of Ascendancy at 05:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Soric the Orc Archmage level 17
36th Retaking 124th year of Ascendancy at 15:07 see stats
Log
Brcor the human's Shoot performs a ranged critical strike against Soric!
Soric deactivates Disruption Shield.
Soric's disruption shield collapses and then explodes in a powerful manastorm!
Soric's arcane area effect hits Rowelitc the human for 60 arcane damage.
Brcor the human's Shoot hits Soric for (195 absorbed), (378 mana), 0 physical, 16 acid (16 total damage).
Rowelitc the human casts Soul Rot.
Rowelitc the human's spell attains critical power!
Rowelitc the human is surging arcane power.
Brcor the human shoots!
Rowelitc the human's Soul Rot hits Soric for 404 blight damage.
Hurricane from Soric hits Rowelitc the human for 53 lightning damage.
Thunderstorm hits Rowelitc the human for 50 lightning damage.
Hurricane from Soric hits Brcor the human for 43 lightning damage.
Brcor the human receives 11 healing from Shield of Light.
Rowelitc the human shrugs off Soric's 'Dazed'!
Brcor the human's Shoot performs a ranged critical strike against Soric!
Soric's arcane area effect hits Rowelitc the human for 60 arcane damage.
Brcor the human's Shoot hits Soric for 211 physical damage.
Soric the level 31 orc archmage was eviscerated to death by Brcor the human on level 1 of Ambush!.
--------------------------------
Soric calms down.
Soric deactivates Tempest.
Soric deactivates Feather Wind.
Soric deactivates Hurricane.
Soric deactivates Shielding.
Soric stops surging mana.
Soric is free from the hex.
Soric is not crippled anymore.
Soric deactivates Thunderstorm.
The furious lightning storm around Soric calms down and disappears.









































































































