














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] 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:
Auto Disabling Blade Flurry 1.5.10Go use https://te4.org/games/addons/tome/autoDisableBladeFlurry this instead. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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! Alchemists Using Ranged Weapons 1.5.10I've just found that even with no mastery, T5 ranged randarts do more damage than channeling Bolbum's Big Knocker at 5/5 Channeling Staff/ Staff Mastery, so it is a good idea for alchemists to get Swift Hands prodigy and shoot with a ranged weapon when their bombs are on CD. Basically what this addon does is when you're using Throw Bomb, Shockwave Bomb or Gem portal, Well, this actually works a bit different, because this never takes the once-per-turn free equipment swapping granted by Swift Hands. Try not to abuse this, but even if you do, it's probably still not game-changing. --1.01 update-- --1.02 update-- 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. 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 | Female |
Race | Ogre |
Class | Psyshot |
Level / Exp | 31 / 18% |
Size | big |
Lifes / Deaths | Killed by orc pyromancer at level 28 on the 43rd Regrowth 123rd year of Ascendancy at 18:46 2 / 4Killed by Borfast the Broken at level 28 on the 44th Regrowth 123rd year of Ascendancy at 05:18 Killed by worm that walks at level 30 on the 54th Regrowth 123rd year of Ascendancy at 15:56 Killed by worm that walks at level 30 on the 55th Regrowth 123rd year of Ascendancy at 16:28 |
Primary Stats
Strength | 29 (base 17) |
Dexterity | 39 (base 28) |
Constitution | 30 (base 10) |
Magic | 72 (base 60) |
Willpower | 15 (base 13) |
Cunning | 57.2 (base 37) |
Resources
Mana | 0/305 |
Equilibrium | 0 |
Life | 868/868 |
Positive | 0/120 |
Steam | 100/100 |
Psi | 80/80 |
Healing Factor | 1.35 |
Regeneration | 2.3625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 3 |
Offense: Mainhand
Damage | 74 |
Accuracy | 41 |
Crit Chance | 26% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 85 |
Accuracy | 30 |
Crit Chance | 35% |
APR | 69 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +11% |
Nature | +5% |
Physical | +35% |
Cold | +14% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Physical | +8% |
Defense: Base
Armour (hardiness) | 103.33509395297 (86.103448275862%) |
Defense | 26 |
Ranged Defense | 31 |
Fatigue | 8 |
Physical Save | 49 |
Spell Save | 37 |
Mental Save | 40 |
Defense: Resistances
Blight | + 64%( 70%) |
Physical | + 68%( 70%) |
Cold | + 69%( 70%) |
All | + 61%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Arcane | + 65%( 70%) |
Mind | + 66%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 35% |
Teleport Resistance | 5% |
Blind Resistance | 10% |
Disarm Resistance | 90% |
Bleed Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. |
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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
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 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.45 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Gestalt |
talent | Chant of Fortress |
talent | Mechanical Arms |
beneficial effect | Fight to the brink of death, can not die before going under -293 life (but life under 0 is not shown) and increases all resistances by 22%. Pain Suppressor Salve |
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. They asked about the staff. | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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: 1. | 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 |
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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 within5 lumberjacks have died. | 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 [Rare] Master While equipped: ----- def ----- Armour +26 Fatigue -3% Resists +6% nature +6% blight Phys.save +11 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -40.00 life ---------- misc Max.enc +23 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 T3 shot ammo [Ego+] Master Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +12.0% Capacity 18 On Crit: * cripple the target While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +2 Resists +9% light Max.HP +70.00 ---------- misc Stam/turn +0.40 Max.stam +10.00 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 | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold Res.pen +15% light Acc +16 (+6 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +12% nature +21% cold Phys.save +6 (+2 eff.) Silence- +0% Stun/Frz- +20% ---------- misc Light +6 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Mag +4 Wil +6 Cun +9 Con dps ---------- Melee+ 9 arcane Acc +7 (+3 eff.) Apr +11 ----- def ----- Armour +14 Hardiness +8% Resists +6% arcane +6% physical Blind- +10% Disarm- +90% Teleport- +5% ---------- misc Talents +4 Iron Grip Steady Shot: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +12% mind +5% arcane Mind.save +20 (+7 eff.) Cut- +20% Confus- +15% Stun/Frz- +15% ---------- misc Talents +3 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 135 to 271 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 bleed Ranged+ 6 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +11% light +3% nature ----- def ----- Fatigue -4% Resists +22% light +9% nature Mind.save +6 (+2 eff.) HP.reg +1.00 Confus- +20% Stun/Frz- +21% ---------- misc See.Invis +3 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +3.00% Phys.pwr +2 (+0 eff.) Apr +2 ----- def ----- Heal.mod +20% ---------- misc Stam/turn +0.80 Max.stam +10.00 Masteries +0.15 Wild-gift/Harmony +0.15 Steamtech/Thoughts of iron Amulets can have magical properties. |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 61 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% darkness +21% physical Acc +8 (+3 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +9 (+5 eff.) Phys.save +16 (+5 eff.) Max.HP +40.00 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +56 Crit +21.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +2% nature ----- def ----- Resists +2% blight Max.HP +10.00 HP.reg +0.50 Disease- +12% 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 | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +24% lightning +5% physical Stun/Frz- +40% ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 123.12 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() 14.0 T2 heavy armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +24 Defense +3 (+2 eff.) Fatigue +15% Crit.dmg- 15.00% Max.HP +34.00 Silence- +25% Pinning- +20% Stun/Frz- +20% A suit of armour made of mail. |
Inventory
![]() 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 90% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 110% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% light +9% cold Spell.save +20 (+7 eff.) ---------- misc Masteries +0.18 Steamtech/Blacksmith +0.18 Steamtech/Dread Amulets can have magical properties. |
![]() 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 Try to not die... 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. |
![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Mag +6 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +15% fire Res.pen +5% fire ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) Confus- +13% ---------- misc See.Invis +3 Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +18% acid +6% lightning On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Armour +12 Resists +3% lightning Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +2 Str +7 Dex dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% nature +16% acid ----- def ----- Resists +30% nature +32% acid Max.HP +74.00 HP.reg +1.80 Heal.mod +15% Rings can have magical properties. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.50 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. |
![]() 4.0 T4 sling 1H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +13 lightning +9 cold While equipped: dps ---------- Phys.crit +9.0% S.pwr/crit +2 Dmg.mod +13% lightning +8% cold Res.pen +10% arcane Acc +12 (+4 eff.) ----- def ----- Resists +9% mind Blind- +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 627 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 13 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% acid +2% physical D.Red.from +17% Summoned Poison- +10% Stun/Frz- +15% A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Res.pen +5% physical ----- def ----- Armour +13 Fatigue +3% Resists +10% fire +11% cold HP.reg +0.80 ---------- misc Max.stam +15.00 A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Melee+ 7 blight 11 arcane Dmg.mod +5% blight Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +7% blight +4% arcane Crit.dmg- 5.00% Phys.save +8 (+3 eff.) Mind.save +10 (+3 eff.) Disarm- +28% Disperse Magic: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +8 Dex +5 Wil +2 Cun +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +7 Fatigue +4% Resists +9% blight Mind.save +8 (+3 eff.) ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Res.pen +15% physical Acc +4 (+2 eff.) ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 51 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 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 8 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 136.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 127 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. |
great pain suppressor salve [power 236] great pain suppressor salve [power 236]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -236 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 10 cooldown 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 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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! |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Res.pen +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Phys.save +30 (+10 eff.) HP.reg +0.80 ---------- misc Wards +3 physical +2 mind +2 darkness Talents +1 Ward Fire a blast of psionic energies in a range 6 beam dealing 110.50 to 221.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 25) Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +4 (+2 eff.) Apr +6 ----- def ----- Resists +6% darkness Phys.save +9 (+3 eff.) Max.HP +20.00 ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 6 (based on Willpower) for 100 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Str +2 Cun +4 Con dps ---------- Dmg.mod +18% acid ---------- misc Max.vim +10.00 Light +3 Fire a bolt of a random element with (base) damage 117 to 235 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By Rvasi the Ogre Psyshot level 30
57th Regrowth 123rd year of Ascendancy at 16:53 see stats
By Rvasi the Ogre Psyshot level 16
40th Haze 122nd year of Ascendancy at 05:25 see stats
By Rvasi the Ogre Psyshot level 5
1st Summertide 122nd year of Ascendancy at 07:25 see stats
By Rvasi the Ogre Psyshot level 20
1st Allure 123rd year of Ascendancy at 16:02 see stats
By Rvasi the Ogre Psyshot level 29
50th Regrowth 123rd year of Ascendancy at 20:28 see stats
By Rvasi the Ogre Psyshot level 25
22nd Regrowth 123rd year of Ascendancy at 19:56 see stats
By Rvasi the Ogre Psyshot level 10
58th Dusk 122nd year of Ascendancy at 09:57 see stats
By Rvasi the Ogre Psyshot level 20
1st Wintertide 123rd year of Ascendancy at 04:32 see stats
By Rvasi the Ogre Psyshot level 30
54th Regrowth 123rd year of Ascendancy at 02:44 see stats
By Rvasi the Ogre Psyshot level 19
75th Haze 122nd year of Ascendancy at 21:14 see stats
By Rvasi the Ogre Psyshot level 30
54th Regrowth 123rd year of Ascendancy at 15:44 see stats
By Rvasi the Ogre Psyshot level 6
12nd Dusk 122nd year of Ascendancy at 17:19 see stats
By Rvasi the Ogre Psyshot level 6
14th Dusk 122nd year of Ascendancy at 11:20 see stats
By Rvasi the Ogre Psyshot level 25
22nd Regrowth 123rd year of Ascendancy at 18:16 see stats
By Rvasi the Ogre Psyshot level 16
40th Haze 122nd year of Ascendancy at 01:49 see stats
By Rvasi the Ogre Psyshot level 29
54th Regrowth 123rd year of Ascendancy at 02:44 see stats
Log
Talent Mind Injection is ready to use.
Rvasi uses a pain suppressor salve.
Rvasi receives 101 healing from Velinne the Unlightkin .
Rvasi is not affected anymore by the salve.
Talent Mind Injection is ready to use.
Rvasi uses a pain suppressor salve.
Rvasi receives 101 healing from Velinne the Unlightkin .
Rvasi is not affected anymore by the salve.
Talent Mind Injection is ready to use.
Rvasi uses a pain suppressor salve.
Rvasi receives 101 healing from Velinne the Unlightkin .
Rvasi is not affected anymore by the salve.
Talent Mind Injection is ready to use.
Rvasi uses a pain suppressor salve.
Rvasi receives 101 healing from Velinne the Unlightkin .
Rvasi deactivates Chant of Fortress.
Rvasi is not affected anymore by the salve.
Rvasi deactivates Molten Iron Blood.
A psionic shield forms around Rvasi.
Rvasi deactivates Gestalt.
Rvasi deactivates Mechanical Arms.