










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.0Official Expansion! |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 38 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Belyba the ritch hunter at level 19 on the 39th Retaking 124th year of Ascendancy at 21:32 6 / 1 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 87 (base 60) |
| Willpower | 80 (base 57) |
| Cunning | 63 (base 36) |
Resources
| Life | 865/865 |
| Mana | 406/406 |
| Steam | 100/100 |
| Positive | 141/141 |
| Healing Factor | 1.09375 |
| Regeneration | 0.27343750000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 13 |
| Crit Chance | 24% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 27% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Physical | +11% |
| Fire | +60% |
| Darkness | +32% |
| Arcane | +11% |
| Cold | +33% |
| All | +6% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +13% |
| Fire | +81% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 24.168887316009 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 40 |
| Mental Save | 47 |
Defense: Resistances
| Blight | 22%( 70%) |
| Arcane | 31%( 70%) |
| Cold | 47%( 70%) |
| All | 11%( 70%) |
| Lightning | 35%( 70%) |
| Light | 19%( 70%) |
| Physical | 15%( 70%) |
| Darkness | 54%( 70%) |
| Fire | 65%( 70%) |
| Nature | 20%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.3 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 144% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 70 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 820% for 10 turns (250 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.3 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 119% efficiency and cooldown mod of 79%. |
Class Talents
| Spell / Meta | 1.60 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.60 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Wildfire | 1.60 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Chant of Fortitude |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Burning Wake |
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Shielding |
| talent | Wildfire |
| talent | Disruption Shield |
| beneficial effect | You have 2 charges. Death Momentum |
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&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. | active |
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&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the &039; of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
The Grumpy Shopowner | active |
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 | pair of drakeskin leather boots &039; (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Armour: +5 Changes stats: +3 Cun / +3 Dex Changes resistances: +9% lightning / +11% fire / +3% light / +17% cold Changes resistances penetration: +15% nature Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | bright alchemist&Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +54.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat &039; (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +11 Cun / +5 Wil Changes resistances: +19% darkness Changes damage: +30% lightning / +6% cold / +13% darkness Mental save: +9 (+3 eff.) Mana each turn: +1.80 Mana when hit: +1.10 Maximum mana: +57.00 Spellpower: +7 (+2 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | overpowered dwarven-steel torque of gale force [power 295] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 327 damage Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.03 cold and 20.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | rough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
| In main hand | Chalytar the Snowkiller (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% light / +6% cold Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +3 (+1 eff.) Confusion immunity: +20% Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +2 Cun Changes resistances: +4% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +3 Flash Powder Physical save: +7 (+2 eff.) Spellpower: +6 (+1 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+6 eff.) Damage when hit (Melee): 18 fire Changes stats: +4 Str / +4 Dex / +14 Mag / +4 Wil / +10 Cun / +4 Con Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| Cloak | Frozenstrike the elven-silk cloak (21 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +21 (+8 eff.) Damage when hit (Melee): 2 cold Changes resistances: +12% blight / +3% cold / +14% darkness / +18% lightning Changes resistances penetration: +13% darkness / +5% blight Changes damage: +13% darkness / +6% cold Stealth bonus: +21 Physical save: +18 (+6 eff.) Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
schematic: Flash PowderRequires: - 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. |
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 (+2 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? |
Berurondur the DarkfameCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +7 Str / +6 Con Changes resistances: +6% darkness Changes damage: +9% acid / +6% cold / +6% darkness Rings can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
magelord&Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 24 arcane Changes stats: +3 Mag / +2 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +66.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of wizardry (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes damage: +25% acid Talent granted: +1 Command Staff Maximum mana: +31.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Getolen the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 mind When wielded/worn: Accuracy: +22 (+11 eff.) Armour penetration: +10 Physical crit. chance: +15.0% Physical power: +12 (+6 eff.) Changes stats: +9 Str Changes resistances: +9% acid / +9% fire / +3% mind / +3% darkness Changes damage: +10% physical Critical mult.: +31.00% Sharp, short and deadly. |
spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +0% lightning Spell save: +6 (+2 eff.) Stun/Freeze immunity: +0% Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar&Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Getogovor the Starbone (5 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Damage (Melee): 7 cold Changes resistances: +9% blight / +6% cold / +5% arcane / +3% mind Changes resistances penetration: +10% light Changes damage: +5% cold Life regen: +2.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +0 Cun / +3 Con Changes damage: +8% arcane Mental save: +0 (+0 eff.) Life regen: +2.10 Damage Shield Power: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 8.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 34 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rough leather cap of constitution (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +2 Con Mental save: +0 (+0 eff.) A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-5 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-4 eff.) 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. |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +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. |
4 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
5 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. |
8 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. |
3 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Ureslak&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) When used to imbue an object: Physical power: +12 (+6 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +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 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) Activation costs 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. |
iron deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +2 (+1 eff.) Slows Projectiles: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +2 (+1 eff.) Slows Projectiles: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +2 (+1 eff.) Slows Projectiles: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +2 (+1 eff.) Slows Projectiles: +5% Tinkers can be attached to normal items to improve them with steam power! |
simple fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
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. |
powerful fiery salve [power 22] powerful fiery salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 144% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 144% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 307] powerful healing salve [power 307]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 144% efficiency and 50% cooldown modifier. It can be used to heal 307 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 144% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
dwarven-steel pickaxe &039; (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +2 Str Changes resistances: +11% darkness / +12% cold / +9% light / +12% fire Changes resistances penetration: +10% mind Changes damage: +6% acid / +12% mind Damage affinity(heal): +15% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Aeryldassra the Whitehoof Archmage level 5
12nd Retaking 124th year of Ascendancy at 08:47 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Aeryldassra the Whitehoof Archmage level 11
22nd Retaking 124th year of Ascendancy at 22:31 see stats
Exterminator
Killed 1000 creatures.By Aeryldassra the Whitehoof Archmage level 26
18th Revenge 124th year of Ascendancy at 08:19 see stats
Level 10
Got a character to level 10.By Aeryldassra the Whitehoof Archmage level 10
19th Retaking 124th year of Ascendancy at 13:10 see stats
Level 20
Got a character to level 20.By Aeryldassra the Whitehoof Archmage level 20
40th Retaking 124th year of Ascendancy at 01:33 see stats
Level 30
Got a character to level 30.By Aeryldassra the Whitehoof Archmage level 30
39th Pain 124th year of Ascendancy at 21:23 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Aeryldassra the Whitehoof Archmage level 31
42nd Pain 124th year of Ascendancy at 01:48 see stats
Size is everything
Did over 1500 damage in one attack.By Aeryldassra the Whitehoof Archmage level 35
13rd Dearth 124th year of Ascendancy at 23:47 see stats
Size matters
Did over 600 damage in one attack.By Aeryldassra the Whitehoof Archmage level 22
52nd Retaking 124th year of Ascendancy at 22:54 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Aeryldassra the Whitehoof Archmage level 34
6th Dearth 124th year of Ascendancy at 17:36 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Aeryldassra the Whitehoof Archmage level 17
38th Retaking 124th year of Ascendancy at 20:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aeryldassra the Whitehoof Archmage level 24
2nd Revenge 124th year of Ascendancy at 09:15 see stats
Log
You gain 1.92 gold from the melting of spellwoven silk robe of light (+22%) (0 def, 0 armour).
You gain 24.66 gold from the melting of cashmere robe &039; (0 def, 0 armour).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite shield (0 def, 8 armour, 131.5 block).
You collect a new ingredient: lump of stralite (1).
You gain 7.70 gold from the melting of mighty stralite steamgun of lightning.
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 6.38 gold from the melting of projecting living mindstar of balance (17-18.7 power, 40 apr, nature damage).
You collect a new ingredient: lump of stralite (1).
You gain 5.45 gold from the melting of elemental stralite dagger of phasing (27-35.1 power, 20 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.56 gold from the melting of chilling stralite mace of phasing (38.5-53.9 power, 25 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 7.47 gold from the melting of thought-forged dwarven-steel greatsword of ruin (36-57.6 power, 2 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.95 gold from the melting of inquisitor&LASTLASTbloodlich&LASTLASTYELLOW_GREEN039;&LASTLASTLASTSpellcraft.
Aeryldassra deactivates Quicken Spells.
Aeryldassra deactivates Disruption Shield.
Aeryldassra deactivates Stone Skin.
Aeryldassra deactivates Arcane Power.
Aeryldassra deactivates Chant of Fortitude.
Aeryldassra deactivates Burning Wake.
Aeryldassra deactivates Wildfire.
Aeryldassra deactivates Arcane Shield.
Aeryldassra deactivates Shielding.
































































































































