













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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 No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Psyshot |
Level / Exp | 34 / 33% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 12 on the 25th Retaking 124th year of Ascendancy at 19:28 0 / 7Killed by anorithil at level 12 on the 26th Retaking 124th year of Ascendancy at 21:41 Killed by Elolrawen the giant alligator at level 16 on the 36th Retaking 124th year of Ascendancy at 10:46 Killed by worm that walks at level 22 on the 3rd Revenge 124th year of Ascendancy at 13:29 Killed by armoured skeleton warrior at level 31 on the 8th Pain 124th year of Ascendancy at 16:56 Killed by High Sun Paladin Aeryn at level 34 on the 40th Pain 124th year of Ascendancy at 00:25 Killed by Mathadaeeri the shalore at level 34 on the 42nd Pain 124th year of Ascendancy at 08:35 |
Primary Stats
Strength | 41 (base 12) |
Dexterity | 60 (base 46) |
Constitution | 57 (base 30) |
Magic | 13 (base 10) |
Willpower | 60 (base 42) |
Cunning | 66 (base 31) |
Resources
Life | -112/882 |
Psi | 162/172 |
Steam | 78/100 |
Healing Factor | 1.3604425880161 |
Regeneration | 6.0236212319614 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +105% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 6 |
See Stealth | 9 |
See Invisible | 18 |
Offense: Mainhand
Damage | 61 |
Accuracy | 57 |
Crit Chance | 35% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 57 |
Crit Chance | 26% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Acid | +15% |
Light | +14% |
Nature | +15% |
Mind | +39% |
Physical | +10% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Lightning | +14% |
Light | +20% |
Cold | +7% |
Mind | +10% |
Fire | +17% |
Defense: Base
Armour (hardiness) | 46 (68.594633868923%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 27 |
Mental Save | 49 |
Defense: Resistances
Blight | + 16%( 70%) |
Physical | + 16%( 70%) |
Cold | + 32%( 70%) |
All | + 11%( 70%) |
Lightning | + 34%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 16%( 70%) |
Mind | + 29%( 70%) |
Fire | + 41%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Poison Resistance | 10% |
Blind Resistance | 32% |
Inscriptions (3/4)
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 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength 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 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 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +3 Resists +11% lightning +8% temporal +6% darkness +6% blight +3% nature Blind- +20% Disease- +20% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master/Psionic Power 59.5 - 71.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 Ranged+ +10 physical On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 58% * 20% chance to knock the target back 3 spaces and deal 200 physical damage On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +9 See.Stealth +9 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire Mind.save +15 (+5 eff.) ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Mag dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +2 Phys.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Poison- +10% ---------- misc Infravis +1 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 | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Str +4 Dex +2 Con ----- def ----- Armour +10 Resists +6% mind +3% physical Die.at -40.00 life ---------- misc Max.stam +10.00 Reveal the area around you, dispelling darkness (radius 13, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Dex +3 Wil +6 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% light Res.pen +20% light Acc +7 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +41.00 HP.reg +1.00 Blind- +12% ---------- misc Infravis +5 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +5 lightning +8 cold On Crit: * project a beam of lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Mov.spd +20% Res.pen +9% lightning +7% cold Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +5% lightning Melee Ret 4 mind ----- def ----- Defense +8 (+2 eff.) Resists +15% lightning +7% fire +14% cold Proj.slow +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Melee+ 9 fire Dmg.mod +5% fire Res.pen +17% fire ----- def ----- Resists +14% mind +8% fire Mind.save +3 (+1 eff.) ---------- misc Psi/turn +0.80 Max.psi +22.00 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 | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +1 Mag +6 Wil +4 Cun dps ---------- Mind.crit +6% Dmg.mod +15% lightning +9% mind Res.pen +10% mind ----- def ----- Defense +2 (+0 eff.) Resists +10% nature +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison 40 physical ----- def ----- Armour +31 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+3 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
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Wil dps ---------- Dmg.mod +6% nature Res.pen +10% physical Acc +20 (+5 eff.) ----- def ----- Resists +9% blight +11% nature +6% lightning Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 256/400 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. |
potent fiery salve [power 13] potent fiery salve [power 13]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 219] powerful healing salve [power 219]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 219 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mike the Orc Psyshot level 13
29th Retaking 124th year of Ascendancy at 08:21 see stats
By Mike the Orc Psyshot level 30
31st Revenge 124th year of Ascendancy at 16:10 see stats
By Mike the Orc Psyshot level 31
34th Pain 124th year of Ascendancy at 08:56 see stats
By Mike the Orc Psyshot level 10
17th Retaking 124th year of Ascendancy at 15:40 see stats
By Mike the Orc Psyshot level 20
52nd Retaking 124th year of Ascendancy at 16:49 see stats
By Mike the Orc Psyshot level 30
30th Revenge 124th year of Ascendancy at 17:50 see stats
By Mike the Orc Psyshot level 26
20th Revenge 124th year of Ascendancy at 23:25 see stats
By Mike the Orc Psyshot level 21
3rd Revenge 124th year of Ascendancy at 00:28 see stats
By Mike the Orc Psyshot level 17
37th Retaking 124th year of Ascendancy at 10:41 see stats
Log
Mathadaeeri the shalore casts Grace of the Eternals.
Mathadaeeri the shalore speeds up.
Speliel the shalore casts Timeless.
Speliel the shalore is no longer harassed.
Speliel the shalore is free from the bloodstar.
Speliel the shalore slows down.
Mathadaeeri the shalore casts Totality.
Ioasp the shalore casts Searing Light.
Mechanical Arms performs a melee critical strike against Speliel the shalore!
Speliel the shalore has been harassed.
Melee retaliation hits Mike for 33 light, 18 darkness (51 total damage).
Ioasp the shalore hits Mike for 163 light damage.
Mechanical Arms hits Speliel the shalore for (54 absorbed), 0 mind, (11 absorbed), 0 fire (0 total damage).
Speliel the shalore casts Downburst.
Mike is knocked back!
Mike is frozen to the ground!
Speliel the shalore hits Mike for 64 physical, 23 cold (87 total damage).
Mike's Psy Worm performs a ranged critical strike against Ioasp the shalore!
Ioasp the shalore is infected by a psy worm!
Ioasp the shalore slows down.
Ioasp the shalore is knocked back!
Ioasp the shalore is cut deeply.
Ioasp the shalore starts to bleed.
Mike hits Ioasp the shalore for 72 mind, 6 fire (78 total damage).
Mike's Psy Worm hits Ioasp the shalore for 190 mind, 7 physical, 14 arcane, 3 lightning, 2 cold, 163 physical (381 total damage).
Melee retaliation hits Mike for 32 light damage.
Ioasp the shalore's light area effect hits Mike for 69 light damage.
Mathadaeeri the shalore casts Moonlight Ray.
Mathadaeeri the shalore hits Mike for 164 darkness damage.
Mike the level 34 orc psyshot was swallowed by the void to death by Mathadaeeri the shalore on level 1 of Ambush!.