Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Psyshot |
| Level / Exp | 16 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Xeridakira the basaligator at level 16 on the 44th Retaking 124th year of Ascendancy at 21:37 / 1 |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 36 (base 34) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 19) |
| Cunning | 30 (base 30) |
Resources
| Life | -65/352 |
| Psi | 98/100 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 17 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 35 |
| Crit Chance | 20% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 28 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 2 |
| Physical Save | 21 |
| Spell Save | 16 |
| Mental Save | 21 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| talent | Embedded Restoration Systems |
| detrimental effect | Damage reduced by 43%. To The Arms |
| detrimental effect | Huge cut that bleeds, doing 42.06 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Quiver | [vs. Wind Worn Shot (25/25, 39-46.8 power, 15 apr) (Quiver)] Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 (-) Physical crit. chance: +10.0% (-) Capacity: 25 (-) When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% (-) These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | [vs. brass lantern of clarity (Light source)] brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+4 eff.) (-) Light radius: +2 (-) See stealth: +7 (-) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)] cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Dex / +0(-) Cun Changes resistances: +5%(-) nature / +5%(-) blight Mental save: +0 (+0 eff.) (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A cap made of leather. |
| Around neck | [vs. Velubeth the Shimmerquake (Around neck)] Velubeth the ShimmerquakeVelubeth the Shimmerquake Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Str / +2(-) Dex Changes resistances: +6%(-) lightning / +11%(-) temporal Changes resistances penetration: +10%(-) darkness Changes damage: +3%(-) lightning Pinning immunity: +22% (-) Knockback immunity: +26% (-) Amulets can have magical properties. |
| In main hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)] Talosis' CounterpointTalosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) On weapon hit: * splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +15(-) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+2 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +2(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
| In off hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)] manaburning vined mindstar (4.5-4.95 power, 18 apr, nature damage)manaburning vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(+4.5 - +5.0) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+8) Physical crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: * 13 arcane resource burn (+13) - splashes acid on your target dealing 24 damage and reducing their armor + splashes acid on your target dealing 30 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Changes resistances: +4% arcane Talent granted: +0(+-3) Ceasefire Mindpower: +4 (+2 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. Tap to cycle through comparison choices |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+9 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | [vs. tormentor's woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] tormentor's woollen robe of light (+16%) (0 def, 0 armour)tormentor's woollen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1(-) Cun Changes resistances: +16%(-) light Changes damage: +11%(-) light Critical mult.: +12.00% (-) Hate when firing a critical mind attack: +3.00 (-) Psi when firing a critical mind attack: +2.00 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the titan (efficiency 96% / cooldown 54%)] (on body)] medical injector implant of the titan (efficiency 120% / cooldown 68%)medical injector implant of the titan (efficiency 120% / cooldown 68%) 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 120% efficiency and cooldown mod of 68%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Implant: Steam Generator [steam generator implant of the duelist (steam 8)] (on body, 1 of 2)] steam generator implant (steam 5)steam generator implant (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 5.2 steam per turn. Can be activated for an instant burst of 26 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the duelist (steam 8)] (on body, 1 of 2)] steam generator implant (steam 6)This item will automatically be transmogrified when you leave the level. steam generator implant (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 5.5 steam per turn. Can be activated for an instant burst of 28 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the duelist (steam 8)] (on body, 1 of 2)] steam generator implant of the wizard (steam 5)steam generator implant of the wizard (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 127 over 5 turns)regeneration infusion (heal 127 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 127 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (315% speed; 4 turns)movement infusion (315% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 315% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
2 schematic: Deflection Field 2 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Mental Stimulatorschematic: Mental Stimulator Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Velubeth the Shimmerquake (Around neck)] starlit copper amulet of dexterity (+2)starlit copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Str / +2(-) Dex Changes resistances: +0%(-6%) lightning / +0%(-11%) temporal / +11% light / +11% darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-3%) lightning Blindness immunity: +20% Pinning immunity: +0% (-22%) Knockback immunity: +0% (-26%) Amulets can have magical properties. |
[vs. Talosis' Counterpoint (In main hand)] steel battleaxe 'Cameruirolin' (19-28.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe 'Cameruirolin' (19-28.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5(+19.0 - +28.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-8) Physical crit. chance: +7.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: * 23% chance to daze (+23%) - splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Physical power: +2 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +5 Cun / +3(+1) Con Changes resistances penetration: +7% lightning Talent granted: +0(+-3) Ceasefire Light radius: +1 Massive two-handed battleaxes. |
[vs. Talosis' Counterpoint (In main hand)] chilling steel greatmaul of projection (27.5-41.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. chilling steel greatmaul of projection (27.5-41.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3(+27.5 - +41.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-8) Physical crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: - splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +0% (-600%) Damage (Melee): +10 mind / +14 cold Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Talent granted: +0(+-3) Ceasefire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
[vs. Talosis' Counterpoint (In main hand)] steel waraxe of phasing (11-15.4 power, 10 apr)This item will automatically be transmogrified when you leave the level. steel waraxe of phasing (11-15.4 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4(+11.0 - +15.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Physical crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: - splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +0% (-600%) Damage Shield penetration (this weapon only): +14% Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Talent granted: +0(+-3) Ceasefire One-handed war axes. |
[vs. Talosis' Counterpoint (In main hand, 1 of 2)] blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage)blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(+2.5 - +2.8) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+2) Physical crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: - splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Talent granted: +0(+-3) Ceasefire Mental save: +3 (+1 eff.) Maximum psi: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +11 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. Tap to cycle through comparison choices |
[vs. Talosis' Counterpoint (In main hand, 1 of 2)] steel steamgun of powerThis item will automatically be transmogrified when you leave the level. steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 (-1) Attack speed: 100% (-) Firing range: +7 (-1) On weapon hit: - splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Changes resistances penetration: +10% physical Changes damage: +12% physical Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Wind Worn Shot (25/25, 39-46.8 power, 15 apr) (Quiver)] deadly pouch of iron shots of accuracy (23/23, 18-21.6 power, 1 apr)deadly pouch of iron shots of accuracy (23/23, 18-21.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 18.0 - 21.6(-21.0 - -25.2) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 (-14) Physical crit. chance: +4.0% (-6.0%) Capacity: 23 (-2) When this weapon hits: Tornado (10% chance level 2). On weapon hit: - 35% chance for lightning to arc to a second target Travel speed: +0% (-100%) Shots are used with slings to pummel your foes to death. |
[vs. tormentor's woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] linen robe of darkness (+15%) (0 def, 0 armour)linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun Changes resistances: +15% darkness / +0%(-16%) light Changes damage: +10% darkness / +0%(-11%) light Critical mult.: +0.00% (-12.00%) Hate when firing a critical mind attack: +0.00 (-3.00) Psi when firing a critical mind attack: +0.00 (-2.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. tormentor's woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] Zerurerin (4 def, 9 armour)Zerurerin (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 6 light Changes stats: +0(-1) Cun / +3 Wil Changes resistances: +14% blight / +3% mind / +3%(-13%) light / +14% darkness Changes resistances penetration: +10% mind Changes damage: +6% mind / +0%(-11%) light Critical mult.: +0.00% (-12.00%) Spell save: +10 (+7 eff.) Hate when firing a critical mind attack: +0.00 (-3.00) Psi when firing a critical mind attack: +0.00 (-2.00) Light radius: +1 A suit of armour made of metal plates. |
[vs. tormentor's woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] steel plate armour of stability (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. steel plate armour of stability (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Changes stats: +0(-1) Cun Changes resistances: +0%(-16%) light / +5% physical Changes damage: +0%(-11%) light Critical mult.: +0.00% (-12.00%) Physical save: +12 (+6 eff.) Hate when firing a critical mind attack: +0.00 (-3.00) Psi when firing a critical mind attack: +0.00 (-2.00) A suit of armour made of metal plates. |
[vs. cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)] clarifying linen wizard hat (1 def, 0 armour) =cun +3=clarifying linen wizard hat (1 def, 0 armour) =cun +3= Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +3(+3) Cun / +0(-3) Dex Changes resistances: +0%(-5%) nature / +0%(-5%) blight Mental save: +6 (+3 eff.) (+6 (+3 eff.)) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A pointy cloth hat, very wizardly... |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 96% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 96% efficiency and 54% cooldown modifier. It can be used to heal 122, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor 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), costing 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. |
good acid groove good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By PsYeti the Kruk Yeti Psyshot level 12
31st Retaking 124th year of Ascendancy at 14:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By PsYeti the Kruk Yeti Psyshot level 10
21st Retaking 124th year of Ascendancy at 07:22 see stats
Log
PsYeti shoots!
PsYeti uses Solidify Air.
PsYeti hits Xeridakira the basaligator for 100 physical damage.
Xeridakira the basaligator activates Saw Wheels.
PsYeti shoots!
PsYeti uses Ceasefire.
Xeridakira the basaligator uses Bloodstream.
PsYeti's power is greatly reduced!
Something hits PsYeti for , 0 arcane (0 total damage).
PsYeti hits Something for 0 arcane, 26 acid (26 total damage).
Xeridakira the basaligator uses Bloodstream.
PsYeti activates Vaporous Step.
A psionic shield forms around PsYeti.
PsYeti deactivates Vaporous Step.
PsYeti hits Xeridakira the basaligator for 32 fire damage.
PsYeti receives 72 healing.
PsYeti uses Metalstar.
Xeridakira the basaligator uses Bloodstream.
Xeridakira the basaligator uses Bloodstream.
Xeridakira the basaligator uses To The Arms.
Your shield crumbles under the damage!
The psionic shield around PsYeti crumbles.
PsYeti starts to bleed.
PsYeti is suffering and fails to concentrate on dealing damage.
Xeridakira the basaligator deactivates Saw Wheels.
Saving game...
