Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 17 / 79% |
| Size | big |
| Lifes / Deaths | Killed by greater multi-hued wyrm at level 17 on the 41st Retaking 124th year of Ascendancy at 04:23 / 1 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 64 (base 44) |
| Willpower | 40 (base 24) |
| Cunning | 32 (base 22) |
Resources
| Life | -62/425 |
| Mana | 317/368 |
| Healing Factor | 1.3 |
| Regeneration | 1.235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 7 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.4 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 25 (36%) |
| Defense | 21.525 |
| Ranged Defense | 25.525 |
| Fatigue | 19 |
| Physical Save | 26.95 |
| Spell Save | 28.2 |
| Mental Save | 25.6 |
Defense: Immunities
| Teleport Resistance | 10% |
| Silence Resistance | 70% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 58.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The time distortion has created a restoration field, healing the target for 89 each turn. Temporal Restoration Field |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +70% arcane resistance. Arcane Storm |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | 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&LIGHT_GREEN The Grumpy Shopowner | done |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | 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 | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 11% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (55 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (97 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
| Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Maximum life: +40.00 Light radius: +2 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 | starseer& starseer&Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil / +4 Mag Changes damage: +4% physical / +4% temporal / +3% light / +3% darkness Silence immunity: +20% Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | conjurer& conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 12% chance to blind Changes stats: +5 Wil / +4 Mag Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | Cyreta CyretaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +4 Wil / +4 Cun / +5 Con Changes resistances: +3% acid / +5% arcane Mental save: +6 (+3 eff.) Confusion immunity: +20% Teleport immunity: +10% Mindpower: +8 (+4 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elven-wood magestaff &039; (25-30 power, 5 apr, fire element) elven-wood magestaff &039; (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 nature When wielded/worn: Armour: +2 Armour Hardiness: +6% Effects on melee hit: * Slows global speed by 15% Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Mana each turn: +0.16 Maximum mana: +46.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming rough leather gloves (0 def, 1 armour) spellstreaming rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Talent granted: +2 Project Saw Mana each turn: +0.11 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 12 armour) Behemoth Hide (4 def, 12 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +11% Damage when hit (Melee): 14 physical Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it&039;s a bit special... |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
medical injector implant (efficiency 80% / cooldown 51%) medical injector implant (efficiency 80% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 80% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 130% / cooldown 53%) medical injector implant of the psychic (efficiency 130% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 130% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 152% / cooldown 51%) medical injector implant of the wizard (efficiency 152% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 152% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7) steam generator implant of the sneak (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (15 nature damage, 24% healing reduction)insidious poison infusion (15 nature damage, 24% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 14.57 nature damage per turn for 7 turns, and reducing the target&YELLOWLASTANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level. manasurge rune of the sneak (788% regen over 10 turns; 39 instant mana)manasurge rune of the sneak (788% regen over 10 turns; 39 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 788% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the psychic (range 11; power 26; dur 4)phase door rune of the psychic (range 11; power 26; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 89 for 4 turns)shielding rune of the duelist (absorb 89 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 89 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Deflection Fieldschematic: Deflection Field Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Focus Lensschematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Healing Salveschematic: Healing Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
protective steel amulet of manastreaming protective steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +2 Mag Changes resistances cap: +3% all Physical save: +11 (+6 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets can have magical properties. |
serendipitous steel amulet of strength (+6) serendipitous steel amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +7 (+4 eff.) Changes stats: +6 Lck / +3 Str Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul of amnesia (27.5-41.25 power, 2 apr)steel greatmaul of amnesia (27.5-41.25 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thought-forged steel mace of erosion (15-21 power, 3 apr)thought-forged steel mace of erosion (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +5 mind / +8 temporal / +5 nature When wielded/worn: Changes stats: +2 Cun / +3 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature&nature& Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +4% blight Changes damage: +4% nature Disease immunity: +12% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Starcaller (25-30 power, 4 apr, physical element)Starcaller (25-30 power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 120% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Spellpower: +15 (+5 eff.) Spell crit. chance: +15% Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
Turigolach the ash starstaff (17-20.4 power, 3 apr, fire element) Turigolach the ash starstaff (17-20.4 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes resistances: +3% mind / +3% lightning Changes damage: +17% fire Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Poison immunity: +15% Stun/Freeze immunity: +10% Spellpower: +14 (+5 eff.) Spell crit. chance: +8% It can be used to unleash an elemental blastwave, dealing 33.09 to 39.71 fire damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of warding (15-18 power, 3 apr, fire element) ash magestaff of warding (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +1 Command Staff +1 Ward Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
earthen elm vilestaff (10-12 power, 2 apr, blight element) earthen elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash magestaff of fate (18-21.6 power, 3 apr, lightning element)potent ash magestaff of fate (18-21.6 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% lightning Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Spellpower: +8 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. TitanTitan Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 175% Firing range: +3 Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +6 Physical save: +7 (+4 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
linen robe of alchemy (0 def, 0 armour) linen robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% acid / +11% physical / +11% cold / +10% fire Changes damage: +6% acid / +5% physical / +6% cold / +5% fire Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (2 def, 0 armour)verdant cashmere robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Con Changes damage: +7% nature Poison immunity: +31% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of fire (+18%) (0 def, 0 armour) woollen robe of fire (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% fire Changes damage: +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Assassin& Assassin&Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 10 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 29 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
This item will automatically be transmogrified when you leave the level. cleansing cashmere wizard hat of corrosion (+8%) (2 def, 0 armour)cleansing cashmere wizard hat of corrosion (+8%) (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% blight / +5% nature / +18% acid Changes damage: +12% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. fearforged steel mail armour (2 def, 6 armour)fearforged steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +20% Changes stats: +6 Con Changes resistances: +6% fire / -12% light / +6% darkness Physical save: +7 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A suit of armour made of mail. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
This item will automatically be transmogrified when you leave the level. scorching alchemist&scorching alchemist& Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Maximum life: +43.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti& Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By HornyMage the Whitehoof Archmage level 1
10th Retaking 124th year of Ascendancy at 22:51 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By HornyMage the Whitehoof Archmage level 11
23rd Retaking 124th year of Ascendancy at 04:04 see stats
Level 10 (Roguelike)
Got a character to level 10.By HornyMage the Whitehoof Archmage level 10
20th Retaking 124th year of Ascendancy at 14:05 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By HornyMage the Whitehoof Archmage level 13
30th Retaking 124th year of Ascendancy at 08:31 see stats
Log
Multi-hued drake hits Something for 134 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 134 cold damage.
Multi-hued drake hits HornyMage for 93 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 134 cold damage.
Multi-hued drake hits Something for 134 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 134 cold damage.
The Cog spins up and deflects the blow from HornyMage!
HornyMage hits HornyMage for 0 arcane damage.
HornyMage casts Lightning.
Talent Flame is ready to use.
Talent Fireflash is ready to use.
HornyMage hits Multi-hued drake for 56 lightning damage.
HornyMage hits Multi-hued drake hatchling for 68 lightning damage.
HornyMage hits Multi-hued drake hatchling for 68 lightning damage.
HornyMage hits Greater multi-hued wyrm for 37 lightning damage.
HornyMage receives 116 healing from Temporal Restoration Field.
HornyMage killed Multi-hued drake hatchling!
Multi-hued drake breathes sand!
HornyMage loses sight!
Burning from HornyMage hits Greater multi-hued wyrm for 23 fire damage.
Burning from HornyMage hits Multi-hued drake for 30 fire damage.
Multi-hued drake hits Something for 131 physical damage.
Something hits Something for 131 physical damage.
Something hits Something for 84 physical damage.
Something hits Something for 131 physical damage.
Multi-hued drake hits HornyMage for 163 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 131 physical damage.
HornyMage hits HornyMage for 3 arcane damage.
Saving game...
