















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Psyshot |
| Level / Exp | 30 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by splitted orc high pyromancer at level 30 on the 10th Pain 124th year of Ascendancy at 06:30 / 1 |
Primary Stats
| Strength | 45 (base 34) |
| Dexterity | 31 (base 27) |
| Constitution | 15 (base 11) |
| Magic | 24 (base 10) |
| Willpower | 60 (base 43) |
| Cunning | 50.8 (base 34) |
Resources
| Life | -285/696 |
| Psi | 140/150 |
| Steam | 100/100 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 0.26150778048543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +108% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 58 |
| Crit Chance | 31% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 66 |
| Crit Chance | 26% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +29% |
| Fire | +16% |
| Darkness | +4% |
| Cold | +20% |
| Mind | +5% |
| Nature | +16% |
Offense: Damage Penetration
| Cold | +11% |
| Fire | +38% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 36.335093952971 (47.857809501309%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 9 |
| Physical Save | 37 |
| Spell Save | 31 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 34%( 70%) |
| All | 0%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 97% efficiency and cooldown mod of 60%. |
| 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 137% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | 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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Aerarissra the Tidefury (5 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% cold Melee Ret 2 cold ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Resists +7% lightning +9% temporal Die.at -80.00 life ---------- misc Max.stam +20.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Frozen Shards (21/25, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: ---------- misc Talents +3 Explosive Shell In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
| Light source | ethereal dwarven lantern of the sun 0.0 T5 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +19% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +12 See.Stealth +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 180.92 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Morningbutcher (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +16% nature +15% lightning On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +3 (+1 eff.) Resists +22% lightning +6% light +3% cold +5% arcane +27% nature Mind.save +9 (+3 eff.) ---------- misc Equi/ret +2.00 Psi/ret +2.60 Hate/ret +1.50 A pointy cloth hat, very wizardly... |
| On hands | Stokerage (0 def, 3 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Mag +6 Wil dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +10 (+4 eff.) S.pwr/crit +10 Dmg.mod +6% fire ----- def ----- Armour +3 Disarm- +90% ---------- misc Equi/ret +0.20 Talents +4 Iron Grip Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xareda the Pyrepunish (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +3% Res.pen +10% mind +25% fire Melee Ret 4 fire ----- def ----- Resists +6% nature Phys.save +10 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +64.00 ---------- misc Max.hate +8.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
| On fingers | conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +5 (+2 eff.) Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | blazebringer's stralite steamgun of true flight 4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego++] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +21 fire On Hit: * chills your foe dealing 41 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% All.spd +8% Res.pen +13% fire Acc +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Defense +7 (+3 eff.) D.Red.from +22% Summoned Proj.slow +15% A belt that goes around your waist. |
| In off hand | horrifying pulsing mindstar of frost (14-15 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * chills your foe dealing 40 damage and slowing them by one tenth of a turn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 11 cold 4 mind 5 darkness Dmg.mod +8% cold +5% mind +4% darkness Res.pen +11% cold ----- def ----- Armour +9 Resists +8% cold ---------- misc Talents +1 Attune Mindstar 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. |
| Cloak | cashmere cloak 'Erelirach' (3 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Crit.mult +16.00% Phys.pwr +10 (+3 eff.) Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +3 (+1 eff.) Resists +18% lightning +0% cold +0% nature Stealth +8 Die.at -40.00 life Stun/Frz- +30% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing stralite mail armour of implacability (5 def, 18 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 16 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +6% Resists +18% acid +15% fire Phys.save +10 (+4 eff.) A suit of armour made of mail. |
Inventory
movement infusion (speed 663%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Alchemist's Helper0.1 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: Flash Powder0.1 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: Focus Lens0.1 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: Itching Powder0.1 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: Mental Stimulator0.1 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: Moss Tread0.1 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. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 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: Saw Projector0.1 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: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
schematic: Viral Injector0.1 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. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 37 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Brightworm (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 blight On Hit.r1 +12 darkness +21 light While equipped: Stats +5 Mag dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) S.pwr/crit +10 Dmg.mod +38% darkness Res.pen +17% darkness +25% light Melee Ret 6 light ----- def ----- Resists +14% darkness +9% cold Blind- +22% Silence- +21% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
mitotic vined mindstar of storms (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 63% * 5% chance to reduce armor by 36% While equipped: Stats +2 Str +1 Dex +1 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 7 lightning Dmg.mod +7% lightning Res.pen +7% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
nature's pulsing mindstar of resolve (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Spell.save +4 (+2 eff.) Disease- +16% ---------- misc Talents +1 Attune Mindstar 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. |
mighty steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Steampwr +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's stralite steamgun of lightning4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +5 lightning Uses 2.0 Steam While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +11% cold Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's voratun waraxe of crippling (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +30 lightning +23 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Mov.spd +39% Res.pen +24% lightning +15% cold One-handed war axes. |
warbringer's stralite waraxe of persecution (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +24% Unnatural While equipped: Stats +5 Wil +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +19% One-handed war axes. |
thick elven-silk cloak of sorcery (3 def, 13 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +7% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +27% cold 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 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 41.55 to 51.93 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. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+7 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
focusing woollen robe of frost (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +9% all +16% cold ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dawnspawner (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +7 Dex dps ---------- Res.pen +20% light ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +3% light +6% darkness HP.reg +4.00 Stun/Frz- +10% A pair of boots made of leather. |
Hazeseam (0 def, 8 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Dmg.mod +12% physical Acc +10 (+3 eff.) ----- def ----- Armour +8 Resists +6% cold Phys.save +17 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -60.00 life Disarm- +36% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-5 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. |
bladed hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +0 Cun ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.9 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
cleansing rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% nature +6% blight A cap made of leather. |
dwarven-steel helm 'Brightblow' (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% fire Apr +7 Melee Ret 8 fire ----- def ----- Armour +8 Fatigue +4% Resists +12% fire ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
14 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. |
24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
7 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 (Behemoth)1.0 muscle flesh [Plot Item] Nature 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. |
20 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 97% efficiency and 60% cooldown modifier. 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. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 97% efficiency and 60% cooldown modifier. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. |
barbed pouch of steel shots of grasping (22/22, 30-36 power, 2 apr)3.0 T2 shot ammo [Ego++] Nature/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 234 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
elven-wood totem of healing [power 326] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
29 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Layra the Kruk Yeti Psyshot level 2
10th Retaking 124th year of Ascendancy at 22:11 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Layra the Kruk Yeti Psyshot level 13
26th Retaking 124th year of Ascendancy at 11:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Layra the Kruk Yeti Psyshot level 10
17th Retaking 124th year of Ascendancy at 02:58 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Layra the Kruk Yeti Psyshot level 20
6th Revenge 124th year of Ascendancy at 04:23 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Layra the Kruk Yeti Psyshot level 30
4th Pain 124th year of Ascendancy at 06:04 see stats
Once Upon A Time, In the West... (Nightmare (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Layra the Kruk Yeti Psyshot level 30
9th Pain 124th year of Ascendancy at 19:00 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Layra the Kruk Yeti Psyshot level 21
7th Revenge 124th year of Ascendancy at 23:40 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Layra the Kruk Yeti Psyshot level 30
4th Pain 124th year of Ascendancy at 10:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Layra the Kruk Yeti Psyshot level 18
1st Revenge 124th year of Ascendancy at 08:48 see stats
Log
Insidious Poison from Layiba the splitted multi-hued drake hatchling hits Layra for (39 flat reduction), 15 nature (15 total damage).
Layra receives 98 healing.
Layiba the splitted multi-hued drake hatchling uses Dual Strike.
Layiba the splitted multi-hued drake hatchling is encased in ice!
Layra starts to bleed.
Layra resists the stunning strike!
Layiba the splitted multi-hued drake hatchling performs a melee critical strike against Layra!
Layiba the splitted multi-hued drake hatchling forces the iceblock to shatter.
Layra is poisoned!
Layra's Attune Mindstar is disrupted by her wounds!
Layiba the splitted multi-hued drake hatchling hits Layra for (39 flat reduction), 221 physical, (7 flat reduction), 0 darkness (221 total damage).
Layiba the splitted multi-hued drake hatchling hits Iceblock for 14 darkness, 8 darkness (22 total damage).
Layra hits Layra for 12 healing, 12 healing (0 total damage) [24 healing].
Melee retaliation hits Layiba the splitted multi-hued drake hatchling for 4 acid, 2 cold, (3 to ice), 12 fire, (1 to ice), 3 acid, (0 to ice), 1 cold, (3 to ice), 12 fire (34 total damage).
Layiba the splitted multi-hued drake hatchling is free from the ice.
Layiba the splitted multi-hued drake hatchling is encased in ice!
Layra's ice area effect hits Layiba the splitted multi-hued drake hatchling for 15 cold damage.
Splitted orc high pyromancer's cleansing fire area effect hits Layra for (39 flat reduction), 59 fire (59 total damage).
Splitted orc high pyromancer's cleansing fire area effect hits Layiba the splitted multi-hued drake hatchling for (37 to ice), 55 fire (55 total damage).
Layiba the splitted multi-hued drake hatchling is free from the ice.
Splitted orc high pyromancer siphons space and time into his strange jagged shape!
Splitted orc high pyromancer roars triumphantly.
Splitted orc high pyromancer converts damage to paradox!
Reality Smearing hits Splitted orc high pyromancer for (36 converted), (31 converted) (0 total damage).
Splitted orc high pyromancer hits Layiba the splitted multi-hued drake hatchling for 187 temporal, 132 darkness (319 total damage).
Splitted orc high pyromancer hits Layra for (39 flat reduction), 172 temporal, (39 flat reduction), 172 darkness (343 total damage).
Splitted orc high pyromancer hits Splitted orc high pyromancer for 84 temporal, 73 darkness (157 total damage).
Energy Decomposition hits Splitted orc high pyromancer for (51 dissipated), (45 dissipated) (0 total damage).
Layra the level 30 kruk yeti psyshot was swallowed by the void to death by a splitted orc high pyromancer on level 2 of Pocket of Distorted Time.














































































































