















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Self-Portait Over Grass 1.6.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Curse Levels 1.3.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Psyshot |
| Level / Exp | 28 / 51% |
| Size | small |
| Lifes / Deaths | Killed by orc necromancer at level 28 on the 77th Pyre 122nd year of Ascendancy at 19:09 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 36 (base 33) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 46 (base 36) |
| Cunning | 46 (base 43) |
Resources
| Life | -50/619 |
| Psi | 116/126 |
| Steam | 120/130 |
| Healing Factor | 1.1383363011315 |
| Regeneration | 0.28458407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 53 |
| Crit Chance | 41% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 56 |
| Crit Chance | 40% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Mind | +2% |
| Darkness | +2% |
| Physical | +5% |
| Cold | +5% |
| Fire | +12% |
Offense: Damage Penetration
| Darkness | +11% |
| Physical | +12% |
| Temporal | +11% |
Defense: Base
| Armour (hardiness) | 9 (57.155997060385%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Acid | + 19%( 70%) |
| Darkness | -2%( 70%) |
| Temporal | -1%( 70%) |
| Cold | + 15%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 27%( 70%) |
| All | -13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Gestalt |
| beneficial effect | Steampower increased by 9. Gestalt |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Damage from necrotic minions increased by 21%. Black Ice |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 17 defense. Evasion |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of rough leather boots of void walking (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +10% darkness / +11% temporal Changes resistances penetration: +11% darkness / +11% temporal Talent granted: +1 Rocket Boots Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% A pair of boots made of leather. |
| Quiver | deadly pouch of steel shots (14/14, 27-32 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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 | warlord's drakeskin leather hat of fortune (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Wil / +5 Lck Changes resistances: +5% physical Physical save: +8 (+4 eff.) Spell crit. chance: +7% Mental crit. chance: +4% A hat made of leather. Very stylish. |
| Tool | supercharged yew wand of shielding [power 350] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Rings make your fingers look great! |
| On fingers | stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +17% acid / +18% fire / +15% cold / +23% lightning Rings make your fingers look great! |
| Around neck | copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets make your neck look great! |
| In main hand | penetrating stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| On hands | cinder drakeskin leather gloves of war-making (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 8 fire Changes resistances: +6% fire Changes damage: +6% fire Critical mult.: +11.00% Spell crit. chance: +13% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | horrifying thorny mindstar (8-8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature 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% When wielded/worn: Damage (Melee): 7 mind / 6 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar 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 | resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +10% cold / +11% fire / +7% all Changes damage: +5% acid / +5% physical / +5% cold / +6% fire Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 84% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (die at -449; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -449 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 898 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 24%; magical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
gold ring of arcana (+0.18/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +20% Mana each turn: +0.18 Rings make your fingers look great! |
gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +3.00 Rings make your fingers look great! |
psionicist's steel ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +6 (+3 eff.) Rings make your fingers look great! |
savior's gold ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Physical save: +9 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Spelldrinker (27-35 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 20% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
vined mindstar of life (4-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +23.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
cured leather sling of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +10 acid When wielded/worn: Changes damage: +10% acid Slings are used to hurl stones or metal shots at your foes. |
throat-seeking reinforced leather sling of cunning (+3)Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% nature / +7% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.surging yew starstaff of might (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +9 (+9 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
linen robe of protection (2 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +7% all Physical save: +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +16% acid / +11% physical / +14% cold / +14% fire / +13% all Changes damage: +11% acid / +11% physical / +5% cold / +19% fire Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (0 def, 0 armour)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% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Dex Changes resistances: +6% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Str Infravision radius: +2 A cap made of leather. |
431 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 142] simple healing salve [power 142]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 142 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
arcing pouch of stralite shots of crippling (21/21, 45-54 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +18.5% Capacity: 21 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.cleansing elven-wood wand of lightning storm [power 350] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.quick elven-wood wand of lightning storm [power 308] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Ysarcan the Halfling Psyshot level 19
76th Pyre 122nd year of Ascendancy at 00:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ysarcan the Halfling Psyshot level 10
75th Pyre 122nd year of Ascendancy at 01:13 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ysarcan the Halfling Psyshot level 20
76th Pyre 122nd year of Ascendancy at 03:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ysarcan the Halfling Psyshot level 23
76th Pyre 122nd year of Ascendancy at 20:21 see stats
Ten at one blow (Roguelike)
Killed 10 or more enemies in one single attack in the arena.By Ysarcan the Halfling Psyshot level 3
74th Pyre 122nd year of Ascendancy at 12:45 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Ysarcan the Halfling Psyshot level 18
75th Pyre 122nd year of Ascendancy at 23:02 see stats
Log
Ysarcan wears: stralite ring of warding.
The gates close!
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Closed gate hits Orc necromancer for (116 absorbed), 58 physical (58 total damage).
Orc necromancer deactivates Hiemal Shield.
Orc necromancer casts Black Ice.
Ysarcan tries to evade attacks.
Closed gate hits Orc necromancer for (79 absorbed), 95 physical (95 total damage).
Orc necromancer hits Ysarcan for 138 cold damage.
Orc necromancer casts Rune: Blink.
Orc necromancer is out of phase.
Closed gate hits Orc necromancer for 174 physical damage.
Cutpurse uses Infusion: Movement.
Cutpurse is moving at extreme speed!
Ysarcan uses Condensate.
Cutpurse shrugs off the effect 'Wet'!
Orc necromancer shrugs off the effect 'Wet'!
Ysarcan hits Orc necromancer for 85 fire damage.
Ysarcan hits Cutpurse for 124 fire damage.
Cutpurse slows down.
Ysarcan evades Cutpurse.
Cutpurse hits Ysarcan for 56 physical, 6 darkness (62 total damage).
Orc necromancer casts Chill of the Tomb.
Orc necromancer's spell attains critical power!
Ysarcan deflects the projectile from Orc necromancer to the northeast!
Orc necromancer roars triumphantly.































































































