Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Psyshot |
| Level / Exp | 29 / 44% |
| Size | small |
| Lifes / Deaths | Killed by orc grand master assassin at level 27 on the 34th Pyre 123rd year of Ascendancy at 18:43 3 / 4Killed by Xerumira the skeleton assassin at level 29 on the 74th Pyre 123rd year of Ascendancy at 23:41 Killed by champion of Urh'Rok at level 29 on the 75th Pyre 123rd year of Ascendancy at 01:46 Killed by Raster at level 29 on the 75th Pyre 123rd year of Ascendancy at 01:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 19) |
| Dexterity | 15 (base 13) |
| Constitution | 52 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 60 (base 41) |
| Cunning | 38 (base 29) |
Resources
| Life | 548/548 |
| Equilibrium | 0 |
| Stamina | 329/329 |
| Psi | 170/170 |
| Healing Factor | 1.4 |
| Regeneration | 0.91 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 31 |
| See Invisible | 34 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 42 |
| Crit Chance | 10% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 42 |
| Crit Chance | 15% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (50%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 18 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 36 |
Defense: Resistances
| All | + 8%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 69% |
| Silence Resistance | 17% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 98%. Its effects scale with your Willpower 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%. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | Steampower increased by 21. Gestalt |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved physical save by +4. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Sleep (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 56. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ritch stinger. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 10% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (49 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (86 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | pouch of iron shots (19/19, 112% power, 1 apr) pouch of iron shots (19/19, 112% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
| Light source | Cuthegrim the alchemist's lamp Cuthegrim the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Cun Mental save: +12 (+5 eff.) Blindness immunity: +32% Confusion immunity: +17% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Light radius: +8 See stealth: +11 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glenne the dwarven-steel helm (6 def, 8 armour) Glenne the dwarven-steel helm (6 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 physical Changes resistances: +3% acid / +12% light / +12% darkness / +4% all Physical save: +21 (+8 eff.) Life regen: +0.40 Stamina each turn: +0.40 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Spell save: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | steel torque of psychoportation 'Ragugofang' [power 22] (16/19 cooldown) steel torque of psychoportation 'Ragugofang' [power 22] (16/19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +15% temporal Changes damage: +3% mind It can be used to teleport randomly (rad 22), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.26 cold and 15.88 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Writhing Essence of Nightmares (111% power, 20 apr, darkness damage) Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+5 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 40 power out of 3/40) : Effective talent level: 3.0 Power cost: 40 out of 3/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 28.66 darkness damage each turn for 7 turns, and has a 30% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Firetide (115% power, 40 apr, mind damage) Firetide (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances: +2% physical Changes damage: +6% fire Physical save: +4 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +1.20 Hate when firing a critical mind attack: +4.00 Maximum hate: +17.00 Mindpower: +17 (+5 eff.) Mental crit. chance: +5% Life leech chance: +13% Life leech: +8% 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 | Arawyn the Blackspike (1 def, 0 armour) Arawyn the Blackspike (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Wil Changes damage: +3% darkness Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 8 armour) Skin of Many (12 def, 8 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Armour Hardiness: +20% Defense: +12 (+6 eff.) Fatigue: +11% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
medical injector implant of the sneak (efficiency 122% / cooldown 53%) medical injector implant of the sneak (efficiency 122% / cooldown 53%)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 122% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (+10 for 9 turns, die at -293) heroism infusion of the sneak (+10 for 9 turns, die at -293)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -293 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Kindleterror KindleterrorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +1 Dex / +5 Cun Stamina each turn: +0.40 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 33 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Pitchtrail' copper ring 'Pitchtrail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% temporal Changes damage: +9% darkness Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
gladiator's steel ring of lightning (+22%) gladiator's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (116% power, 7 apr)dwarven-steel dagger (116% power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (110% power, 7 apr)dwarven-steel dagger (110% power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
hateful thorny mindstar of life (96% power, 24 apr, nature damage) hateful thorny mindstar of life (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +8% mind / +6% darkness Changes damage: +10% mind / +5% darkness Life regen: +0.80 Maximum life: +21.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering thorny mindstar of persecution (96% power, 24 apr, mind damage) hungering thorny mindstar of persecution (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +8% Unnatural When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to inflict 107.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
inquisitor's thorny mindstar (91% power, 24 apr, mind damage) inquisitor's thorny mindstar (91% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +5% arcane Spell save: +2 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+8 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
stabilizing hardened leather hat of the depths (0 def, 3 armour) stabilizing hardened leather hat of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold Allows you to breathe in: water Physical save: +13 (+5 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (117 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of the zealot survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. 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 131] simple healing salve [power 131]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 131, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Raster the Yeek Psyshot level 20
3rd Allure 123rd year of Ascendancy at 16:31 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Raster the Yeek Psyshot level 15
67th Haze 122nd year of Ascendancy at 21:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Raster the Yeek Psyshot level 12
23rd Dusk 122nd year of Ascendancy at 23:30 see stats
Exterminator
Killed 1000 creatures.By Raster the Yeek Psyshot level 18
9th Decay 122nd year of Ascendancy at 21:00 see stats
Fear me not!
Survived the Fearscape!By Raster the Yeek Psyshot level 17
80th Haze 122nd year of Ascendancy at 20:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Raster the Yeek Psyshot level 20
3rd Allure 123rd year of Ascendancy at 13:59 see stats
Level 10
Got a character to level 10.By Raster the Yeek Psyshot level 10
3rd Flare 122nd year of Ascendancy at 12:50 see stats
Level 20
Got a character to level 20.By Raster the Yeek Psyshot level 20
1st Allure 123rd year of Ascendancy at 10:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Raster the Yeek Psyshot level 14
68th Dusk 122nd year of Ascendancy at 12:20 see stats
Size matters
Did over 600 damage in one attack.By Raster the Yeek Psyshot level 24
66th Regrowth 123rd year of Ascendancy at 12:24 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Raster the Yeek Psyshot level 20
3rd Allure 123rd year of Ascendancy at 16:31 see stats
The Arena
Unlocked Arena mode.By Raster the Yeek Psyshot level 10
4th Flare 122nd year of Ascendancy at 10:32 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Raster the Yeek Psyshot level 20
3rd Allure 123rd year of Ascendancy at 16:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Raster the Yeek Psyshot level 21
8th Regrowth 123rd year of Ascendancy at 08:35 see stats
Log
Champion of Urh'Rok hits Yeek mindslayer for 229 physical, 12 lightning, 15 temporal, 12 nature, 44 lightning (312 total damage).
Champion of Urh'Rok hits Yeek mindslayer for 32 lightning, 311 physical, 10 lightning, 19 temporal, 12 nature (384 total damage).
Champion of Urh'Rok hits Raster for (16 resist armour), 319 physical (319 total damage).
Champion of Urh'Rok hits Ghoul for 330 physical, 10 lightning, 19 temporal, 12 nature (371 total damage).
Raster hits Champion of Urh'Rok for 1 physical, 2 mind (4 total damage).
Elder vampire hits Champion of Urh'Rok for 23 light damage.
Raster the level 29 yeek psyshot was shattered to death by a champion of Urh'Rok on level 4 of Dreadfell.
You have 3 life(s) left.
Raster's ability to fight has recovered.
Raster deactivates Psiblades.
Raster is no longer attuned.
Raster deactivates Antimagic Shield.
Raster deactivates Elemental Harmony.
Raster's armour is more intact.
Raster tessellates his cloak!
Raster deactivates Gestalt.
Raster rearms.
Raster is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Champion of Urh'Rok killed Raster!
Talent Create Tinker is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Mind Drones is ready to use.
Talent Condensate is ready to use.
Talent Superconduction is ready to use.
Saving done.
Saving game...
