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! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 16 / 25% |
Size | big |
Lifes / Deaths | Killed by Animated balanced steel battleaxe of rage at level 16 on the 34th Retaking 124th year of Ascendancy at 00:15 / 1 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 38 (base 28) |
Constitution | 36 (base 10) |
Magic | 10 (base 10) |
Willpower | 43 (base 28) |
Cunning | 34 (base 31) |
Resources
Life | -3/413 |
Psi | 123/133 |
Steam | 100/100 |
Healing Factor | 1.2979202340232 |
Regeneration | 0.32448005850581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 35 |
Accuracy | 43 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Nature | +15% |
Lightning | +5% |
Mind | +27% |
All | 0% |
Offense: Damage Penetration
Lightning | +7% |
Defense: Base
Armour (hardiness) | 25 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 31 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 15%( 70%) |
Light | + 47%( 70%) |
Nature | + 38%( 70%) |
Darkness | + 21%( 70%) |
Cold | + 33%( 70%) |
Fire | + 21%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 7.9 steam per turn. Can be activated for an instant burst of 40 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 ErĂșan 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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'HaĂŻb 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 | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Quiver | tundral pouch of dwarven-steel shots of erosion (22/22, 31-37 power, 3 apr) tundral pouch of dwarven-steel shots of erosion (22/22, 31-37 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +5 nature +17 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | prismatic rough leather cap of dexterity (+4) (0 def, 2 armour) prismatic rough leather cap of dexterity (+4) (0 def, 2 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +2 Fatigue +1% Resists +10% light +11% darkness ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A cap made of leather. |
On hands | hardened leather gloves (0 def, 2 armour) hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | steel ring of power steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
On fingers | savior's steel ring savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +11 (+6 eff.) Rings make your fingers look great! |
Around neck | insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
In main hand | Talosis' Counterpoint Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +22 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | vined mindstar of storms (4-5 power, 26 apr, mind damage) vined mindstar of storms (4-5 power, 26 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +11.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +1 Mag +2 Wil +2 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +5% lightning Res.pen +7% lightning ----- def ----- Resists +5% lightning ---------- misc Talents +1 Attune Mindstar 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 | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 18 armour) Spider-Silk Robe of Spydrë (10 def, 18 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +18 Hardiness +50% Defense +10 (+4 eff.) Fatigue +3% Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
regeneration infusion of the warrior (heal 159; 13 cd) regeneration infusion of the warrior (heal 159; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the titan (regen 1172% over 10 turns; mana 59; cd 18) manasurge rune of the titan (regen 1172% over 10 turns; mana 59; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1172% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
chilling steel battleaxe of projection (20-29 power, 2 apr) chilling steel battleaxe of projection (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
warbringer's steel battleaxe of amnesia (20-30 power, 2 apr) warbringer's steel battleaxe of amnesia (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master/Psionic Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 43.00 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
stormbringer's dwarven-steel greatmaul (38-57 power, 2 apr) stormbringer's dwarven-steel greatmaul (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +19 lightning +13 cold While equipped: dps ---------- Mov.spd +36% Res.pen +13% lightning +14% cold Massive two-handed mauls. |
warbringer's steel greatmaul of crippling (24-37 power, 2 apr) warbringer's steel greatmaul of crippling (24-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +13.0% Phys.pwr +7 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +15% Massive two-handed mauls. |
fungal ash longbow of dexterity (+5) fungal ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex +2 Con dps ---------- Res.pen +8% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
steady yew longbow of enduring steady yew longbow of enduring4.0 T3 longbow 2H weapon [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Con +8 Wil dps ---------- Phys.crit +3.0% Acc +11 (+3 eff.) ----- def ----- Max.HP +24.00 Longbows are used to shoot arrows at your foes. |
Sewervagrant (16-22 power, 3 apr) Sewervagrant (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 acid +5 temporal +8 darkness Against +6% Living On Crit.r2 +4 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +12% acid +6% temporal Sharp, long, and deadly. |
blazebringer's dwarven-steel longsword (25-35 power, 4 apr) blazebringer's dwarven-steel longsword (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +5 fire While equipped: dps ---------- All.spd +3% Res.pen +8% fire Sharp, long, and deadly. |
dwarven-steel longsword of crippling (22-31 power, 4 apr) dwarven-steel longsword of crippling (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
wyrm's vined mindstar of life (4-5 power, 18 apr, mind damage) wyrm's vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 2 lightning 2 physical 3 fire 3 acid 3 cold ----- def ----- Resists +2% lightning +2% physical +3% cold +2% fire +3% acid Max.HP +10.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar 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. |
Zydestir the cured leather sling Zydestir the cured leather sling4.0 T2 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +4 acid While equipped: Stats +3 Cun dps ---------- Res.pen +6% physical On Hit (Ranged): * 20% chance to reduce armor by 13% ----- def ----- Resists +6% nature +9% temporal Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of recursion mighty cured leather sling of recursion4.0 T2 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
earthen ash magestaff of might (15-18 power, 3 apr, fire element) earthen ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +4 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of might (15-18 power, 3 apr, fire element) infernal ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +20.00% Spell.pwr +11 (+4 eff.) Melee+ 16 fire Dmg.mod +15% fire ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of protection (18-22 power, 3 apr, arcane element) potent ash magestaff of protection (18-22 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +18% arcane ----- def ----- Resists +9% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered steel steamsaw of cold resistance (+19%) (16-25 power, 0 apr) slime-covered steel steamsaw of cold resistance (+19%) (16-25 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: * 8% chance to slow global speed by 55% Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +19% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced dwarven-steel waraxe of phasing (19-27 power, 10 apr) balanced dwarven-steel waraxe of phasing (19-27 power, 10 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.5% Atk.spd 100% Phasing +12% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +26% One-handed war axes. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour) woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +7% physical +6% fire +11% cold ----- def ----- Resists +10% acid +11% physical +11% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather cap of dexterity (+4) (0 def, 3 armour) cleansing hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +5% blight A cap made of leather. |
Manabar the Naturemoon (6 def, 4 armour) Manabar the Naturemoon (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +7% physical +6% darkness +6% lightning +17% cold +3% nature +5% fire A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +32.00 HP.reg +5.70 Heal.mod +11% A suit of armour made of leather. |
flaming steel shield of acid resistance (+18%) (0 def, 4 armour, 43 block) flaming steel shield of acid resistance (+18%) (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield (0 def, 4 armour, 39 block) shocking steel shield (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 122 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Achievements
By PSYYYYYYYYYYYYYYYYY the Orc Psyshot level 10
18th Retaking 124th year of Ascendancy at 08:25 see stats
By PSYYYYYYYYYYYYYYYYY the Orc Psyshot level 13
25th Retaking 124th year of Ascendancy at 12:44 see stats
By PSYYYYYYYYYYYYYYYYY the Orc Psyshot level 10
16th Retaking 124th year of Ascendancy at 06:43 see stats
Log
Animated windwalling dwarven-steel steamsaw of crippling uses Block.
Talent Create Tinker is ready to use.
Burning from Animated windwalling dwarven-steel steamsaw of crippling hits Iceblock for 6 fire damage.
Bleeding from Animated windwalling dwarven-steel steamsaw of crippling hits Iceblock for 5 physical damage.
Melee retaliation hits Iceblock for 10 nature, 5 fire, 2 nature, 10 nature, 5 fire, 2 nature (33 total damage).
Poltergeist Eye of Winter hits PSYYYYYYYYYYYYYYYYY for (23 to ice), 34 mind, (5 to ice), 7 physical, (4 to ice), 6 fire, (5 to ice), 7 physical, (4 to ice), 6 fire (61 total damage).
Animated windwalling dwarven-steel steamsaw of crippling resists!
PSYYYYYYYYYYYYYYYYY resists!
Poltergeist Eye of Winter's ice area effect hits Animated windwalling dwarven-steel steamsaw of crippling for (71 blocked), 0 cold (0 total damage).
Poltergeist Eye of Winter's ice area effect hits PSYYYYYYYYYYYYYYYYY for (15 to ice), 22 cold (22 total damage).
Poltergeist Eye of Winter's ice area effect hits Shadow for 47 cold damage.
Poltergeist Eye of Winter's ice area effect hits Animated balanced steel battleaxe of rage for (28 to ice), 42 cold (42 total damage).
Poltergeist Eye of Winter's ice area effect hits Animated windwalling dwarven-steel steamsaw of crippling for (71 blocked), 0 cold (0 total damage).
Poltergeist Eye of Winter's ice area effect hits PSYYYYYYYYYYYYYYYYY for (15 to ice), 22 cold (22 total damage).
Poltergeist Eye of Winter's ice area effect hits Animated balanced steel battleaxe of rage for (28 to ice), 42 cold (42 total damage).
PSYYYYYYYYYYYYYYYYY is free from the ice.
Animated balanced steel battleaxe of rage is free from the ice.
Animated balanced steel battleaxe of rage slows down.
Animated balanced steel battleaxe of rage is poisoned!
PSYYYYYYYYYYYYYYYYY receives 4 healing from Poltergeist Eye of Winter.
Bloodstar from PSYYYYYYYYYYYYYYYYY hits Poltergeist Eye of Winter for 6 fire, (4 to psi shield), 6 physical (12 total damage).
Bloodstar from PSYYYYYYYYYYYYYYYYY hits Animated balanced steel battleaxe of rage for (2 to ice), 3 fire, (4 to ice), 6 physical (9 total damage).
Poison from PSYYYYYYYYYYYYYYYYY hits Animated windwalling dwarven-steel steamsaw of crippling for (2 blocked), 0 nature (0 total damage).
Melee retaliation hits Animated balanced steel battleaxe of rage for 10 nature, 5 fire, 2 nature (16 total damage).
Bloodstar from PSYYYYYYYYYYYYYYYYY hits Animated windwalling dwarven-steel steamsaw of crippling for (5 blocked), 0 fire, (8 blocked), 0 physical (0 total damage).
Poison from PSYYYYYYYYYYYYYYYYY hits Poltergeist Eye of Winter for (3 to psi shield), 5 nature (5 total damage).
Poltergeist Eye of Winter receives 25 healing from Unnatural Body.
Animated balanced steel battleaxe of rage hits PSYYYYYYYYYYYYYYYYY for 2 healing, 72 physical (72 total damage) [2 healing].
PSYYYYYYYYYYYYYYYYY the level 16 orc psyshot was cleaved to death by a Animated balanced steel battleaxe of rage on level 1 of Hidden Vault - Dominion Port: Sewers 1.