














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 30 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Emadhema the Guardian at level 29 on the 11st Loss 124th year of Ascendancy at 09:31 5 / 1 |
Primary Stats
| Strength | 36 (base 21) |
| Dexterity | 36 (base 22) |
| Constitution | 52 (base 44) |
| Magic | 13 (base 10) |
| Willpower | 48 (base 31) |
| Cunning | 36 (base 25) |
Resources
| Life | 786/786 |
| Psi | 128/128 |
| Steam | 94/100 |
| Healing Factor | 1.4837837837838 |
| Regeneration | 4.8222972972974 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 15 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 60 |
| Crit Chance | 33% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 63 |
| Crit Chance | 23% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| All | 0% |
| Physical | +14% |
| Fire | +3% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 3 |
| Physical Save | 52 |
| Spell Save | 38 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 27%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 24%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
| Poison Resistance | 17% |
| Confusion Resistance | 18% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat. |
| 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 116% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gestalt |
| beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
| beneficial effect | The target is surrounded by a psionic shield, absorbing 92/92 damage before it crumbles. Psionic Damage Shield |
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. | 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's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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 | dreamer's pair of hardened leather boots of phasing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +7 Wil +2 Cun ----- def ----- Armour +3 Phys.save +5 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Rocket Boots Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots of crippling (13/16, 35.5-42.6 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 16 Ranged+ +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +49.00 Blind- +22% Confus- +18% ---------- misc Light +8 See.Stealth +15 See.Invis +11 Track: Puts all charms on 40 cooldown Level 1.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Durelathadethel the Dayjeer (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% light +3% fire Res.pen +10% acid Melee Ret 6 light ----- def ----- Armour +3 Fatigue +3% Resists +18% light A hat made of leather. Very stylish. |
| On hands | brawler's hardened leather gloves of strength (+7) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +2 Cun dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 71 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Bethuthra0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Acc +8 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Defense +15 (+5 eff.) Resists +10% blight +9% cold +5% nature +5% arcane Spell.save +3 (+1 eff.) Poison- +17% Disease- +10% 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 135% 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 can have magical properties. |
| Around neck | savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +15 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Mana/turn +0.25 Max.mana +23.00 Amulets can have magical properties. |
| In main hand | Golden Gun4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
| Around waist | grounding hardened leather belt of transcendence1.0 T3 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +7 (+2 eff.) A belt that goes around your waist. |
| In off hand | wrathful thorny mindstar (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 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 | murderer's cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +3 Cun +2 Con dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+5 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Inventory
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 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: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 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: Water 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: Waterproof Coating0.1 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. |
Mayiyath the Glaciertrail0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% lightning +3% cold +5% arcane +6% darkness Amulets can have magical properties. |
voratun steamsaw 'Blizzardoracle' (39.5-59.25 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Nature/Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +89 On Crit.r2 +8 cold Uses 1.0 Steam While equipped: Stats +10 Str +8 Dex +10 Mag +7 Wil +11 Cun +10 Con ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +17% blight +3% temporal +17% nature +28% lightning HP.reg +4.00 Knockbk- +20% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
pouch of dwarven-steel shots of crippling (22/22, 31-37.2 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
dreamer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+10 eff.) Dmg.mod +11% all ----- def ----- Resists +14% darkness +13% mind +15% all Phys.save +13 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +28 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel plate armour 'Chargegore' (0 def, 11 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +9% arcane Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +6% cold +3% lightning +15% fire Mind.save +11 (+5 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Glorylraldatira the Kilnenvy (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +14 Lck +9 Dex dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% fire Apr +5 ----- def ----- Armour +3 Resists +9% cold +3% fire Stealth +17 A pair of boots made of leather. |
dreamer's pair of hardened leather boots of evasion (2 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Falyntir (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 35 arcane resource burn ----- def ----- Armour +2 Spell.save +18 (+6 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Psi/ret +0.12 Hate/m.crit +3.00 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +10% mind A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +3 (+3 eff.) Dmg.mod +3% acid +3% lightning +5% fire +3% arcane +5% cold ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
3 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
2 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. |
157 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
survivor's alchemist's lamp of the zealot1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +6% cold +5% temporal Mind.save +9 (+4 eff.) Def/telep +12 Res/telep +14% Dur/telep +11% ---------- misc Light +4 See.Stealth +7 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 54% 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 142] simple healing salve [power 142]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 54% cooldown modifier. Heal 142 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Velykira the yew wand of conjuration [power 210] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Dmg.mod +12% arcane Res.pen +5% arcane ---------- misc Psi/ret +0.12 Wards +3 lightning +3 temporal +3 darkness +4 arcane Talents +1 Ward Fire a magical bolt dealing 210 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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! |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown 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
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Jellik the Orc Psyshot level 12
2nd Revenge 124th year of Ascendancy at 23:33 see stats
Exterminator
Killed 1000 creatures.By Jellik the Orc Psyshot level 27
7th Loss 124th year of Ascendancy at 07:17 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Jellik the Orc Psyshot level 25
31st Pain 124th year of Ascendancy at 07:53 see stats
Level 10
Got a character to level 10.By Jellik the Orc Psyshot level 10
42nd Retaking 124th year of Ascendancy at 13:05 see stats
Level 20
Got a character to level 20.By Jellik the Orc Psyshot level 20
48th Revenge 124th year of Ascendancy at 02:38 see stats
Level 30
Got a character to level 30.By Jellik the Orc Psyshot level 30
13rd Loss 124th year of Ascendancy at 00:03 see stats
Size matters
Did over 600 damage in one attack.By Jellik the Orc Psyshot level 24
28th Pain 124th year of Ascendancy at 06:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jellik the Orc Psyshot level 15
14th Revenge 124th year of Ascendancy at 08:33 see stats
Log
Vampire is seared.
Jellik's psionic searing area effect hits Vampire for (41 absorbed), 0 mind (0 total damage).
Jellik uses Boiling Shot.
A psionic shield forms around Jellik.
Jellik's Boiling Shot performs a ranged critical strike against Vampire!
The shield around vampire crumbles.
Vampire is knocked back!
Vampire is crippled.
Jellik performs a melee critical strike against Vampire!
Jellik's Boiling Shot hits Vampire for (219 absorbed), 66 physical, 8 physical, 203 physical (277 total damage).
Jellik hits Vampire for 49 mind damage.
Jellik's psionic searing area effect hits Vampire for 41 mind damage.
Jellik uses Psyshot.
Vampire slows down.
Jellik hits Vampire for 33 mind damage.
Jellik's Psyshot hits Vampire for 95 mind, 8 physical (103 total damage).
Jellik's psionic searing area effect hits Vampire for 41 mind damage.
Jellik shoots!
Jellik's Shoot performs a ranged critical strike against Vampire!
Jellik roars triumphantly.
Jellik hits Vampire for 33 mind damage.
Jellik's Shoot hits Vampire for 127 physical, 8 physical (135 total damage).
Jellik's Shoot killed Vampire!
Jellik deactivates Gestalt.
The psionic shield around Jellik crumbles.
Jellik is no longer inspired.




























































































