















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 19 / 90% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 36 (base 20) |
| Constitution | 31 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 45 (base 37) |
| Cunning | 64 (base 28) |
Resources
| Life | 515/515 |
| Psi | 165/165 |
| Steam | 100/100 |
| Healing Factor | 1.3158714593978 |
| Regeneration | 8.2241966212361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 52 |
| Crit Chance | 21% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 55 |
| Crit Chance | 20% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Nature | +6% |
| Temporal | +3% |
| Blight | +6% |
| Cold | +21% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +46% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 13 (77.155997060385%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 37 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 69%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 37%( 70%) |
| Mind | + 39%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Teleport Resistance | 10% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Stun Resistance | 60% |
| Poison Resistance | 27% |
| Disarm Resistance | 60% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 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 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| beneficial effect | Steampower increased by 9. Gestalt |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Anti-Gravity Boots (9 def, 9 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +2 Rocket Boots Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (73 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (126 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. 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 | pouch of steel shots of daylight (15/15, 124% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 124% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +7 light Damage against: +10% Undead When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Voromina'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical Poison immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Light radius: +6 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 | Gloreda (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Fatigue: +1% Changes stats: +4 Con Changes resistances: +3% blight Spell save: +4 (+2 eff.) Life regen: +4.00 Maximum life: +80.00 Light radius: +4 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
| On hands | Urthosalach (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +6% darkness Changes resistances penetration: +20% temporal Talent granted: +1 Iron Grip Mental save: +3 (+1 eff.) Disarm immunity: +60% Mana each turn: +0.04 Mindpower: +10 (+4 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Malagohad [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Wil / +6 Cun Changes resistances penetration: +15% temporal See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.92 cold and 13.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +5 Dex Changes resistances: +7% blight / +3% temporal / +5% nature Changes resistances penetration: +5% temporal Changes damage: +3% temporal Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Poison immunity: +17% Disease immunity: +13% Light radius: +3 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | BethegalaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +2 Str / +6 Dex / +6 Cun / +5 Con Changes resistances: +12% acid / +27% fire / +3% light / +27% cold Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Goreobeisance the steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 25 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +5 Effects on ranged hit: * 20% chance to slow global speed by 57% Changes stats: +3 Con Changes resistances: +6% light / +6% fire Changes resistances penetration: +6% all Talent mastery: +0.10 Wild-gift / Fungus Talent cooldown: Strafe (-2 turns) Spell save: +4 (+2 eff.) It can be used to regenerate 104 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Voralaith the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% temporal Changes damage: +6% blight Spell save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
| In off hand | Beedir the thorny mindstar (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 25 damage and reducing their armor When wielded/worn: Changes stats: +2 Wil Changes resistances: +7% blight / +6% light Changes damage: +5% lightning / +6% fire / +6% nature / +6% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Disease immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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 | Olodir the linen cloak (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% nature / +12% lightning Confusion immunity: +20% Stun/Freeze immunity: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Erorain (20 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +1 Armour Hardiness: +20% Defense: +20 (+7 eff.) Fatigue: +5% Changes resistances: +11% darkness / +3% cold / +11% mind / +7% all Physical save: +11 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +20 (+6 eff.) Teleport immunity: +10% Maximum psi: +20.00 Healing mod.: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Getolach the Glintsmasher =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% nature Changes resistances penetration: +5% mind / +20% light Changes damage: +6% nature / +3% light Amulets make your neck look great! |
Ivobeth the steel ring =con8=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +27 (+10 eff.) Changes stats: +6 Str / +2 Dex / +8 Con Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Rings make your fingers look great! |
FlashpointRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 130% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
linen cloak 'Velurewen' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower on spell critical (stacks up to 3 times): +8 Maximum psi: +10.00 Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 Armour Hardiness: +0% Defense: +12 (+4 eff.) Fatigue: +0% Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe 'Islarialle' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +15% fire / +1% physical / +7% all Changes damage: +12% mind / +10% fire Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipselace the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 * 10% chance to reduce damage dealt by 24% Changes resistances: +3% blight Changes damage: +12% arcane / +9% darkness Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salath the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Cun / +2 Dex Changes damage: +9% temporal It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sleetstar the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +1 Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +3% cold See invisible: +3 A pair of boots made of leather. |
Xessra (25 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +25 (+8 eff.) Changes resistances: +3% temporal / +2% physical Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =cun4 wil4=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Sleetwend' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +9% cold / +6% mind / +12% darkness Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Confusion immunity: +10% Maximum life: +20.00 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. |
Cureoblivion (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +1 Wil / +5 Cun Changes damage: +3% nature Infravision radius: +3 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Nerumira the Dawnmark (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 2 light Changes resistances: +11% cold / +5% arcane / +9% light Changes resistances penetration: +10% light Changes damage: +3% light Allows you to breathe in: water A hat made of leather. Very stylish. |
Stormwill the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 light Changes stats: +2 Str / +1 Dex / +1 Mag / +4 Wil / +1 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Emakira' (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Dex / +1 Mag Changes resistances: +6% nature / +6% blight Confusion immunity: +20% Life regen: +2.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour) =wil3=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Physical save: +6 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arivon the Kindlejam (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +5 (+3 eff.) Changes stats: +2 Cun / +1 Str Disease immunity: +20% Confusion immunity: +10% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Carrionfame the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Changes resistances: +9% fire Changes resistances penetration: +5% nature Cut immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duryroldir the BrightstrikerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +2 Con Changes resistances: +6% mind Changes damage: +9% light Only die when reaching: -20.00 life Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lisuriadhera the brass lantern =wil4=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% acid / +1% physical / +6% nature / +3% blight Changes damage: +7% mind Mental save: +3 (+1 eff.) Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 8] simple frost salve [power 8]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 74% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (8% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 99] simple healing salve [power 99]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 74% efficiency and 135% cooldown modifier. It can be used to heal 99 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Efedla the Cornac Psyshot level 10
3rd Mirth 122nd year of Ascendancy at 13:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Efedla the Cornac Psyshot level 18
31st Dusk 122nd year of Ascendancy at 12:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Efedla the Cornac Psyshot level 7
78th Pyre 122nd year of Ascendancy at 08:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Efedla the Cornac Psyshot level 10
7th Mirth 122nd year of Ascendancy at 00:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Efedla the Cornac Psyshot level 16
9th Dusk 122nd year of Ascendancy at 15:21 see stats
Log
You collect a new ingredient: lump of steel (1).
You gain 15.91 gold from the melting of Betegann the Glintblack (103% power, 3 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.91 gold from the melting of iron steamsaw of purity (98% power, 0 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.43 gold from the melting of coruscating steel steamsaw of fire resistance (+27%) (65% power, 0 apr).
You gain 2.04 gold from the melting of short elm starstaff (100% power, 2 apr, darkness element).
You gain 14.95 gold from the melting of ash starstaff 'Barystir' (111% power, 3 apr, light element).
You gain 2.04 gold from the melting of ash magestaff of power (111% power, 3 apr, lightning element).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.95 gold from the melting of wrathful vined mindstar (83% power, 18 apr, nature damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 0.92 gold from the melting of vined mindstar of clarity (85% power, 18 apr, nature damage).
You collect a new ingredient: lump of steel (1).
You gain 2.94 gold from the melting of elemental steel mace of massacre (119% power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel longsword (110% power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.77 gold from the melting of balanced steel greatsword of erosion (126% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.29 gold from the melting of thought-forged steel dagger of erosion (107% power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.31 gold from the melting of hateful steel battleaxe of erosion (120% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.48 gold from the melting of flaming steel battleaxe of massacre (140% power, 2 apr).
You gain 0.89 gold from the melting of psionicist's steel ring.
You gain 0.60 gold from the melting of steel amulet of constitution (+2).
You gain 14.92 gold from the melting of Zubera the Murkwolf.
You gain 1.39 gold from the melting of shielding rune (absorb 131; dur 3; cd 15).
A psionic shield forms around Efedla.
























































































