











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. Ashes of Urh'Rok 1.5.0Official 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:
Timed PS & UF Salve Usage 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Less Shaders 1.5.10Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.5.0Official 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:
Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Item Description 1.5.10This 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 Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official 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 | Male |
Race | Yeek |
Class | Archer |
Level / Exp | 46 / 33% |
Size | small |
Lifes / Deaths | Killed by Yeeii at level 37 on the 21st Pyre 123rd year of Ascendancy at 09:45 7 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 29 (base 16) |
Dexterity | 87 (base 61) |
Constitution | 28 (base 15) |
Magic | 74 (base 60) |
Willpower | 43 (base 15) |
Cunning | 97 (base 66) |
Resources
Life | 960/960 |
Steam | 100/100 |
Stamina | 225/225 |
Equilibrium | 30 |
Healing Factor | 2.0163636363637 |
Regeneration | 17.844818181819 |
Speed
Mental | +25% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 44.338680393569 |
See Invisible | 44.338680393569 |
Offense: Mainhand
Damage | 195 |
Accuracy | 52 |
Crit Chance | 31% |
APR | 5 |
Speed | 0.56 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 44 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Physical | +8% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Light | +15% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 64 (30%) |
Defense | 49 |
Ranged Defense | 59 |
Fatigue | 25 |
Physical Save | 42 |
Spell Save | 37 |
Mental Save | 43 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 70%( 70%) |
Physical | + 22%( 70%) |
Cold | + 36%( 70%) |
All | + 7%( 70%) |
Darkness | + 35%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 14%( 70%) |
Fire | + 19%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Pinning Resistance | 14% |
Bleed Resistance | 10% |
Confusion Resistance | 52% |
Silence Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -895 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Munitions | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Intuitive Shots |
talent | Piercing Ammunition |
talent | Rapid Shot |
talent | Trained Reactions |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 230. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice wyrm tooth. You have aided Marus of Elvala in creating an elixir of mysticism. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +9 Defense +14 (+4 eff.) Fatigue +3% Resists +10% acid +6% temporal +7% fire +12% cold +17% lightning Cut- +10% ---------- misc Light +3 Evasion: (Instant) Puts all charms on 27 cooldown Level 3.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master/Psionic Power 43.5 - 52.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Acc +16 Apr +5 Crit +5.5% Capacity 21 Ranged+ +39 physical +13 darkness +16 blight +4 fire +12 mind On Hit.r1 +8 blight On Hit: * 40% chance to cause random gloom * 20% chance to torment the target * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +2 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +11 (+4 eff.) ----- def ----- Armour +7 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Rng.Def +9 (+2 eff.) Resists +7% physical +15% darkness +6% fire Affinity +15% darkness Phys.save +3 (+1 eff.) Heal.mod +5% ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Con ----- def ----- Armour +10 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +4% physical Phys.save +14 (+5 eff.) Die.at -80.00 life Silence- +15% Pinning- +15% Knockbk- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 143% Range +8 Proj.spd +200% On Crit.r2 +8 mind On Hit: * 40% chance to cause random gloom While equipped: Stats +5 Dex +1 Mag +3 Wil ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Nature When used to Attack: Power 66.0 - 79.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +7.0% Block +203 Melee+ +16 nature +18 cold On Hit.r1 +12 physical While equipped: Stats +1 Con dps ---------- Melee+ 7 cold Melee Ret 18 ice 17 nature ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +34% nature +37% blight Max.HP +82.00 ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% lightning Res.pen +25% lightning Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Die.at -80.00 life Max.HP +55.00 Heal.mod +20% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +17 Dex +10 Mag +10 Wil +17 Cun +10 Con dps ---------- Res.pen +15% light Melee Ret 0 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Resists +8% mind +6% blight Mind.save +22 (+7 eff.) Max.HP +46.00 HP.reg +8.60 Heal.mod +22% A suit of armour made of leather. |
Inventory
![]() 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 222% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -720 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Cun dps ---------- Melee+ 19 bleed Ranged+ 21 bleed Dmg.mod +30% temporal +21% fire Melee Ret 16 fire On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ----- def ----- Resists +18% fire ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Apr +4 Melee Ret 20 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Die.at -60.00 life Max.HP +64.00 Disarm- +43% Pinning- +44% Knockbk- +37% ---------- misc Stam/turn +0.80 Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 65.0 - 97.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +24 fire Massive two-handed battleaxes. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +11 nature +13 temporal On Crit: * cripple the target While equipped: Stats +3 Str +1 Wil +3 Cun +2 Con dps ---------- Phys.crit +23.0% Crit.mult +19.00% Apr +12 ----- def ----- Fatigue -8% Resists +5% arcane Blunt and deadly. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Melee+ +47 insidious poison +12 nature Uses 1.0 Steam When used to Attack: Power 8.0 - 8.8 Physical Uses 50% Mag On Hit: * 20% chance to blind On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +17.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Dmg.mod +18% arcane Res.pen +10% nature Apr +12 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Light +2 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Ego] Master Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +12 (+4 eff.) Apr +14 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Res.pen +20% physical ----- def ----- Armour +6 Resists +7% lightning +9% temporal Max.HP +60.00 A belt that goes around your waist. |
![]() 3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Crit.mult +25.00% S.pwr/crit +4 ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Phys.save +11 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Confus- +25% Knockbk- +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +26% cold A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +16% light +15% darkness A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Ego] Master While equipped: ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 50% 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
amazing pain suppressor salve [power 271] amazing pain suppressor salve [power 271]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -271 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 27 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 12 light ----- def ----- Resists +6% mind +5% arcane ---------- misc Talents +5 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yeeii the Yeek Archer level 30
22nd Regrowth 123rd year of Ascendancy at 17:27 see stats
By Yeeii the Yeek Archer level 20
67th Haze 122nd year of Ascendancy at 01:41 see stats
By Yeeii the Yeek Archer level 40
1st Mirth 123rd year of Ascendancy at 07:04 see stats
By Yeeii the Yeek Archer level 19
40th Haze 122nd year of Ascendancy at 14:36 see stats
By Yeeii the Yeek Archer level 10
2nd Dusk 122nd year of Ascendancy at 14:36 see stats
By Yeeii the Yeek Archer level 38
76th Pyre 123rd year of Ascendancy at 10:08 see stats
By Yeeii the Yeek Archer level 35
60th Regrowth 123rd year of Ascendancy at 06:52 see stats
By Yeeii the Yeek Archer level 31
26th Regrowth 123rd year of Ascendancy at 18:31 see stats
By Yeeii the Yeek Archer level 22
2nd Wintertide 123rd year of Ascendancy at 21:15 see stats
By Yeeii the Yeek Archer level 36
10th Pyre 123rd year of Ascendancy at 00:38 see stats
By Yeeii the Yeek Archer level 34
56th Regrowth 123rd year of Ascendancy at 03:41 see stats
By Yeeii the Yeek Archer level 35
60th Regrowth 123rd year of Ascendancy at 06:52 see stats
By Yeeii the Yeek Archer level 10
2nd Dusk 122nd year of Ascendancy at 14:36 see stats
By Yeeii the Yeek Archer level 20
40th Haze 122nd year of Ascendancy at 20:58 see stats
By Yeeii the Yeek Archer level 30
20th Regrowth 123rd year of Ascendancy at 06:45 see stats
By Yeeii the Yeek Archer level 40
77th Pyre 123rd year of Ascendancy at 04:05 see stats
By Yeeii the Yeek Archer level 37
50th Pyre 123rd year of Ascendancy at 09:12 see stats
By Yeeii the Yeek Archer level 33
39th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Yeeii the Yeek Archer level 40
77th Pyre 123rd year of Ascendancy at 08:00 see stats
By Yeeii the Yeek Archer level 39
76th Pyre 123rd year of Ascendancy at 23:45 see stats
By Yeeii the Yeek Archer level 37
73rd Pyre 123rd year of Ascendancy at 16:42 see stats
By Yeeii the Yeek Archer level 11
14th Dusk 122nd year of Ascendancy at 05:37 see stats
By Yeeii the Yeek Archer level 9
1st Summertide 122nd year of Ascendancy at 19:16 see stats
By Yeeii the Yeek Archer level 22
2nd Wintertide 123rd year of Ascendancy at 14:09 see stats
By Yeeii the Yeek Archer level 43
11st Dusk 123rd year of Ascendancy at 02:24 see stats
By Yeeii the Yeek Archer level 26
9th Regrowth 123rd year of Ascendancy at 01:43 see stats
By Yeeii the Yeek Archer level 18
39th Haze 122nd year of Ascendancy at 12:22 see stats
By Yeeii the Yeek Archer level 28
19th Regrowth 123rd year of Ascendancy at 23:56 see stats
Log
Yeeii wears (replacing Inertial Twine): Gloomwrecker.
Yeeii wears (replacing Gloomwrecker): Inertial Twine.
You gain 10.26 gold from the melting of Gloomwrecker.
You gain 10.95 gold from the melting of Chirach.
Resting starts...
Rested for 30 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Yeeii deactivates Intuitive Shots.
Yeeii activates Intuitive Shots.
Yeeii deactivates Trained Reactions.
Yeeii activates Trained Reactions.
Yeeii deactivates Rapid Shot.
Yeeii activates Rapid Shot.
Yeeii deactivates Piercing Ammunition.
Yeeii activates Piercing Ammunition.
Yeeii deactivates Antimagic Shield.
Yeeii activates Antimagic Shield.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Connection to online server established.
Yeeii deactivates Piercing Ammunition.
Yeeii deactivates Trained Reactions.
Yeeii deactivates Antimagic Shield.
Yeeii deactivates Intuitive Shots.
Yeeii deactivates Rapid Shot.