Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines 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 1.7.4Official 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 | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 17 / 97% |
Size | medium |
Lifes / Deaths | Killed by astral conjurer at level 15 on the 49th Retaking 124th year of Ascendancy at 17:47 2 / 4Killed by Isakira the rogue at level 15 on the 29th Revenge 124th year of Ascendancy at 06:34 Killed by orc elite fighter at level 17 on the 3rd Pain 124th year of Ascendancy at 06:43 Killed by psy at level 17 on the 3rd Pain 124th year of Ascendancy at 06:48 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 44 (base 37) |
Constitution | 14 (base 13) |
Magic | 15 (base 10) |
Willpower | 34 (base 22) |
Cunning | 27 (base 26) |
Resources
Life | 420/420 |
Psi | 124/124 |
Steam | 100/100 |
Healing Factor | 1.1772895330003 |
Regeneration | 7.358059581252 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 31 |
Accuracy | 49 |
Crit Chance | 15% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 46 |
Crit Chance | 16% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +10% |
Cold | +11% |
Physical | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 21 (49.007671158813%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 20 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 20%( 70%) |
Nature | + 6%( 70%) |
Blight | + 5%( 70%) |
Physical | + 5%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 11% |
Confusion Resistance | 21% |
Inscriptions (4/4)
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 96% efficiency and cooldown mod of 65%. Its effects scale with your Magic 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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. | 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 |
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 |
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. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Quiver | Zubidhena (15/20, 133% power, 2 apr) Zubidhena (15/20, 133% power, 2 apr) 3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 134% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 20 Ranged+ +7 physical +6 nature On Crit.r2 +16 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to knock the target back 3 spaces and deal 137 physical damage On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +2 Magnetic Shell Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | elven-silk wizard hat of arcana (3 def, 0 armour) elven-silk wizard hat of arcana (3 def, 0 armour) 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +6 (+3 eff.) Acc +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Light +4 A pointy cloth hat, very wizardly... |
On hands | restful dwarven-steel gauntlets of dexterity (+3) (0 def, 3 armour) restful dwarven-steel gauntlets of dexterity (+3) (0 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +19.00 Talents +1 Sand Shredder Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 21/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | warrior's steel ring of clarity warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Str ----- def ----- Armour +9 Mind.save +8 (+4 eff.) Confus- +21% Rings make your fingers look great! |
On fingers | treant's steel ring of lightning (+5%) treant's steel ring of lightning (+5%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +5% blight +6% nature +20% lightning Poison- +11% Disease- +15% Rings make your fingers look great! |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 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 | ranger's steel steamgun of cold ranger's steel steamgun of cold 4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | rough leather belt of transcendence rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | gifted vined mindstar of balance (85% power, 26 apr, mind damage) gifted vined mindstar of balance (85% power, 26 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +11.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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 | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +35.00 HP.reg +3.00 Heal.mod +14% A suit of armour made of leather. |
Inventory
blink rune of the psychic (range 5; phase 17; cd 17) blink rune of the psychic (range 5; phase 17; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp schematic: Headlamp0.1 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 Boots 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: Spring Grapple schematic: Spring Grapple0.1 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. |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
earthen yew magestaff of fate (120% power, 4 apr, fire element) earthen yew magestaff of fate (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Armour +6 Hardiness +5% Phys.save +11 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff (120% power, 4 apr, fire element) lifebinding yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+8 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.60 Heal.mod +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashglamour (138% power, 2 apr) Flashglamour (138% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +8 light +49 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: Stats +3 Str +4 Mag +5 Con dps ---------- Phys.pwr +10 (+4 eff.) All.spd +1% Res.pen +12% physical +9% fire ----- def ----- Resists +3% light Disarm- +29% Massive two-handed battleaxes. |
flaming steel greatmaul of massacre (149% power, 2 apr) flaming steel greatmaul of massacre (149% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed mauls. |
steel greatmaul (136% power, 2 apr) steel greatmaul (136% power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel dagger of daylight (105% power, 6 apr) steel dagger of daylight (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +9% Undead Sharp, short and deadly. |
flaming steel steamsaw of fire resistance (+17%) (114% power, 0 apr) flaming steel steamsaw of fire resistance (+17%) (114% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +17% fire ---------- misc Talents +1 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! |
windwalling dwarven-steel steamsaw (65% power, 0 apr) windwalling dwarven-steel steamsaw (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Psionic/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam When used to Attack: Melee+ +10 physical While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% physical Shield.near.proj +29 Proj.slow +13% ---------- misc Talents +2 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! |
quiver of ash arrows (15/15, 122% power, 7 apr) quiver of ash arrows (15/15, 122% power, 7 apr)3.0 T2 arrow ammo [Normal] Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Arrows are used with bows to pierce your foes to death. |
chilling pouch of dwarven-steel shots of accuracy (17/17, 140% power, 3 apr) chilling pouch of dwarven-steel shots of accuracy (17/17, 140% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +3 Crit +5.0% Capacity 17 Ranged+ +7 cold Shots are used with slings to pummel your foes to death. |
shocking steel shield of lightning resistance (+15%) (0 def, 4 armour, 117% power, 39 block) shocking steel shield of lightning resistance (+15%) (0 def, 4 armour, 117% power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 While equipped: dps ---------- Melee+ 9 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 105% power, 42.5 block) steel shield (0 def, 4 armour, 105% power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 106% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Offalarc (16 def, 4 armour) Offalarc (16 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% nature Melee Ret 4 nature ----- def ----- Armour +4 Defense +16 (+6 eff.) Fatigue +7% Resists +18% lightning ---------- misc Infravis +3 A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
enlightening steel plate armour of resilience (0 def, 9 armour) enlightening steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+6 eff.) Max.HP +24.00 A suit of armour made of metal plates. |
storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 lightning Dmg.mod +3% lightning Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 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. |
alchemist's lamp of the zealot alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of focus scorching alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 122 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rod of Recall (1/1) 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. |
piercing yew wand of shielding [power 230] (20 cooldown) piercing yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% 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 (Patriarch) 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! |
Achievements
By psy the Orc Psyshot level 7
21st Retaking 124th year of Ascendancy at 22:33 see stats
By psy the Orc Psyshot level 14
48th Retaking 124th year of Ascendancy at 12:47 see stats
By psy the Orc Psyshot level 10
24th Retaking 124th year of Ascendancy at 13:31 see stats
By psy the Orc Psyshot level 17
3rd Pain 124th year of Ascendancy at 06:48 see stats
Log
psy hits Troll captain for 186 lightning damage.
psy killed Troll captain!
Orc elite fighter hits psy for 59 physical damage.
Melee retaliation hits Orc elite fighter for 14 fire damage.
Talent Improved Gestalt is ready to use.
Psy uses Magnetic Shell.
psy hits Orc elite fighter for 37 physical damage.
Orc elite fighter misses psy.
Talent Condensate is ready to use.
Psy uses Condensate.
psy hits Orc elite fighter for 114 fire damage.
Orc elite fighter roars triumphantly.
Orc elite fighter hits psy for 49 physical damage.
Melee retaliation hits Orc elite fighter for 16 fire damage.
psy the level 17 orc psyshot was sliced to death by an orc elite fighter on level 1 of Hidden Vault - Dominion Port: Sewers 1.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc elite fighter killed psy!
Saving game...
Talent Psyshot is ready to use.
Talent Solidify Air is ready to use.
Talent Superconduction is ready to use.
Talent Vaporous Step is ready to use.
Saving done.
Psy roars triumphantly.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!