














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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 Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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:
Brawler combo displayer 1.7.4Displays combo point icon when you get it. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 37 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by whitehoof ghoul at level 16 on the 39th Retaking 124th year of Ascendancy at 20:18 0 / 8Killed by Nektosh the One-Horned at level 29 on the 31st Revenge 124th year of Ascendancy at 06:40 Killed by Glsael the shalore at level 31 on the 8th Pain 124th year of Ascendancy at 01:17 Killed by Elri the shalore at level 31 on the 16th Pain 124th year of Ascendancy at 04:59 Killed by High Sun Paladin Aeryn at level 31 on the 18th Pain 124th year of Ascendancy at 09:36 Killed by Mindwall at level 31 on the 39th Pain 124th year of Ascendancy at 14:29 Killed by Gokira the shalore liberator at level 37 on the 31st Dearth 124th year of Ascendancy at 22:42 Killed by Emelema the sunwall guard at level 37 on the 34th Dearth 124th year of Ascendancy at 07:55 |
Primary Stats
| Strength | 46 (base 19) |
| Dexterity | 35 (base 23) |
| Constitution | 22 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 72 (base 58) |
| Cunning | 76 (base 60) |
Resources
| Life | -158/823 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 157/182 |
| Healing Factor | 1.0024166372473 |
| Regeneration | 0.25060415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 13 |
| See Stealth | 18 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 40 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +41% |
| Darkness | +26% |
| Nature | +9% |
| Fire | +10% |
| Mind | +21% |
| Arcane | +15% |
| Cold | +32% |
| All | 0% |
Offense: Damage Penetration
| Acid | +22% |
| Physical | +25% |
| Nature | +42% |
| Blight | +32% |
| Arcane | +17% |
| Cold | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 43 (50%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 16 |
| Physical Save | 27 |
| Spell Save | 25 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 5%( 70%) |
| Cold | + 4%( 70%) |
| All | 0%( 70%) |
| Darkness | 0%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 17%( 70%) |
| Mind | + 8%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 11% |
| Disarm Resistance | 100% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning 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 131% efficiency and cooldown mod of 57%. 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 133% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 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. * 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant'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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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. | 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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +2 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (80 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (136 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 17/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | Wind Worn Shot (25/25, 39-46 power, 15 apr) 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +4 Saw Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | void-walker's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +5% cold +7% light +7% temporal Affinity +5% darkness Def/telep +13 Res/telep +12% Dur/telep +10% ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 81.01 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dairytir the dwarven-steel helm (15 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +6 Con dps ---------- Phys.pwr +10 (+4 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +15% physical ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% ---------- misc Hate/m.crit +4.00 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Yvedheriarin the Gorewilter [power 87] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% arcane +21% mind Res.pen +20% nature +10% arcane ----- def ----- Resists +9% mind +12% nature Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zimas the Freezesaw0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% cold Res.pen +25% blight +25% cold ----- def ----- Resists +6% blight Blind- +25% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
| On fingers | warrior's steel ring of misery0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Melee+ 5 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 33 On Hit (Ranged): * 12% chance to reduce all saves and defense by 33 ----- def ----- Armour +8 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
| Around waist | ravager's drakeskin leather belt of shielding 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +8% physical ----- def ----- Armour +9 Fatigue -8% ---------- misc Max.enc +20 Create a temporary shield that absorbs 191 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | warbringer's dwarven-steel battleaxe of rage (32-48 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego++] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 60 damage and reducing their armor While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +10% physical Res.pen +10% physical Acc +13 (+4 eff.) ----- def ----- Disarm- +26% Massive two-handed battleaxes. |
| On hands | Ruthless Grip (0 def, 5 armour) 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% Disarm- +80% ---------- misc Max.hate +20.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.20 mind and 25.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 21. Terrified: Deals 5.45 mind and 5.67 darkness damage per turn and increases cooldowns by 35%. Haunted: Causes the target to suffer 9.51 mind and 9.90 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Main armor | Festerlore the reinforced leather armour (12 def, 9 armour) 9.0 T4 light armor [Rare] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +8 Cun dps ---------- Dmg.mod +9% nature Res.pen +15% nature Melee Ret 8 acid On Hit (Melee): * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 19% ----- def ----- Armour +9 Hardiness +20% Defense +12 (+4 eff.) Fatigue +12% Resists +21% fire Max.HP +57.00 A suit of armour made of leather. |
| Cloak | Velytira the cashmere cloak (9 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +9 (+3 eff.) Resists +18% lightning Phys.save +8 (+4 eff.) Stun/Frz- +30% ---------- misc Equi/ret +0.04 Psi/ret +0.12 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +11% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 177% / cooldown 94%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 125% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 96%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 47; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 131; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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: Acid Groove0.1 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: Armour Reinforcement0.1 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: Back Support0.1 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: Deflection Field0.1 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: 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: Fungal Web0.1 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: Grounding Strap0.1 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. |
4 schematic: Healing 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: Iron Grip0.1 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: 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. |
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. |
4 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. |
3 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: Toxic Cannister Launcher0.1 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. |
3 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. |
steel ring 'Cyraridalle'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) Dmg.mod +13% light Res.pen +25% temporal +15% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +15 (+5 eff.) Resists +26% light Rings make your fingers look great! |
stralite ring 'Arydokor'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +8.0% Dmg.mod +9% mind ----- def ----- Armour +8 Phys.save +16 (+8 eff.) Spell.save +16 (+8 eff.) Mind.save +14 (+5 eff.) Rings make your fingers look great! |
inquisitor's stralite battleaxe of massacre (55-82 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Disrupt/Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
Serpentdeath (30-42 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +20 cold While equipped: Stats +4 Str dps ---------- Mind.crit +4% Dmg.mod +6% nature +6% physical Res.pen +20% nature ----- def ----- Resists +4% physical ---------- misc Max.hate +10.00 Blunt and deadly. |
Kinetic Focus (6-6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical 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% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Overseer (17-18 power, 27 apr, mind damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save * splashes acid on your target dealing 60 damage and reducing their armor While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
wyrm's pulsing mindstar of frost (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature 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% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 2 lightning 5 physical 5 fire 15 cold 2 acid Dmg.mod +8% cold Res.pen +12% cold ----- def ----- Armour +7 Resists +6% lightning +4% physical +4% fire +4% acid +11% 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. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Xanuba the steel steamgun4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.pwr +7 (+3 eff.) Dmg.mod +6% physical ----- def ----- Defense +5 (+2 eff.) Crit.chn- 15.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +19% Summoned A belt that goes around your waist. |
pair of drakeskin leather boots 'Haragar' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +4 Mag +6 Wil +4 Cun +11 Lck ----- def ----- Armour +5 Stealth +10 ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Spell.cld 10% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. 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 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Woejeer (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +12% darkness Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +5 Fatigue +3% Resists +3% acid +3% fire Mind.save +8 (+3 eff.) Max.HP +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-3 eff.) Spell.pwr -10 (-10 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. |
Layulegavea the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +3 Mag +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +3% Resists +9% mind +8% physical Crit.chn- 10.00% Phys.save +8 (+4 eff.) A hat made of leather. Very stylish. |
hardened leather cap 'Glitterlash' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +6% light +10% cold Mind.save +12 (+4 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Breathe water A cap made of leather. |
steel mail armour 'Blindtooth' (32 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +16 Defense +32 (+11 eff.) Fatigue +12% Max.HP +44.00 HP.reg +8.00 Heal.mod +13% Stun/Frz- +20% A suit of armour made of mail. |
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. |
99 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. |
10 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. |
57 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
53 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
51 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
Cobrashaper (dig speed 21 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +10 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
12 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. |
Morningmonster1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +24% light On Hit (Melee): * 20% chance to slow global speed by 61% * 10% chance to reduce all saves and defense by 33 ----- def ----- Max.HP +46.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +6% all Apr +6 ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
12 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
potent healing salve [power 253] potent healing salve [power 253]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 133% efficiency and 88% cooldown modifier. Heal 253 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 217] potent pain suppressor salve [power 217]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 133% efficiency and 88% cooldown modifier. Let you fight up to -217 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 133% efficiency and 88% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 193] simple healing salve [power 193]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 133% efficiency and 88% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
barbed pouch of stralite shots (16/16, 47-57 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 47.5 - 57.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 16 On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of crippling (14/17, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 17 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 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. |
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. |
good hook shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
yew totem of thorny skin 'Belysin' [power 41] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +4 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
56 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. |
Ebonyblood the ash wand of conjuration [power 190] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str +1 Mag +4 Wil +7 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 27% Fire a magical bolt dealing 209 fire damage Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 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. |
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 (Adventure) difficulty)
Buy an item from an AAA.By PK Ketsa the Orc Psyshot level 11
25th Retaking 124th year of Ascendancy at 15:06 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By PK Ketsa the Orc Psyshot level 14
34th Retaking 124th year of Ascendancy at 21:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By PK Ketsa the Orc Psyshot level 28
22nd Revenge 124th year of Ascendancy at 16:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By PK Ketsa the Orc Psyshot level 10
17th Retaking 124th year of Ascendancy at 22:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By PK Ketsa the Orc Psyshot level 20
52nd Retaking 124th year of Ascendancy at 09:09 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By PK Ketsa the Orc Psyshot level 30
31st Revenge 124th year of Ascendancy at 08:59 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By PK Ketsa the Orc Psyshot level 35
50th Pain 124th year of Ascendancy at 20:36 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By PK Ketsa the Orc Psyshot level 37
34th Dearth 124th year of Ascendancy at 07:16 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By PK Ketsa the Orc Psyshot level 35
42nd Pain 124th year of Ascendancy at 01:17 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By PK Ketsa the Orc Psyshot level 19
51st Retaking 124th year of Ascendancy at 18:38 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By PK Ketsa the Orc Psyshot level 36
31st Dearth 124th year of Ascendancy at 08:24 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By PK Ketsa the Orc Psyshot level 27
22nd Revenge 124th year of Ascendancy at 02:45 see stats
Log
PK Ketsa deflects the projectile from Halfling pyremaster to the northeast!
Talent Implant: Medical Injector is ready to use.
Emelema the sunwall guard casts Bone Spear.
Emelema the sunwall guard hits PK Ketsa for (34 flat reduction), 120 physical (121 total damage).
Halfling pyremaster uses Blindside.
Halfling pyremaster misses PK Ketsa.
Emelema the sunwall guard casts Bone Grab.
PK Ketsa resists the pin!
PK Ketsa is out of phase.
Emelema the sunwall guard performs a melee critical strike against PK Ketsa!
PK Ketsa is cut deeply.
PK Ketsa deflects the projectile from Halfling pyremaster to the southeast!
Emelema the sunwall guard hits PK Ketsa for (34 flat reduction), 62 physical, (34 flat reduction), 50 blight, (22 flat reduction), 0 blight, (34 flat reduction), 73 blight, (23 flat reduction), 0 blight (186 total damage).
Melee retaliation hits Emelema the sunwall guard for (7 absorbed), 0 acid, (37 absorbed), 0 fire, (7 absorbed), 0 acid, (37 absorbed), 0 fire (0 total damage).
Talent Vitality is ready to use.
Deep Wound from Emelema the sunwall guard hits PK Ketsa for (34 flat reduction), 6 physical (6 total damage).
PK Ketsa receives 127 healing.
The shield around Emelema the sunwall guard crumbles.
Emelema the sunwall guard casts Acid Strike.
Emelema the sunwall guard performs a melee critical strike against PK Ketsa!
Emelema the sunwall guard performs a melee critical strike against PK Ketsa!
Emelema the sunwall guard hits PK Ketsa for (34 flat reduction), 217 acid, (24 flat reduction), 0 blight, (34 flat reduction), 198 acid, (24 flat reduction), 0 blight, (34 flat reduction), 92 acid (508 total damage).
Melee retaliation hits Emelema the sunwall guard for 6 acid, 31 fire, 6 acid, 31 fire (76 total damage).
PK Ketsa the level 37 orc psyshot was scalded to death by Emelema the sunwall guard on level 5 of Gates of Morning.





























































































































