

















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 | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Psyshot |
| Level / Exp | 19 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 13 on the 5th Dusk 122nd year of Ascendancy at 12:09 0 / 6Killed by Porassra the green jelly at level 16 on the 19th Dusk 122nd year of Ascendancy at 06:52 Killed by Ghoulis at level 17 on the 20th Dusk 122nd year of Ascendancy at 13:18 Killed by armoured skeleton warrior at level 19 on the 26th Dusk 122nd year of Ascendancy at 07:32 Killed by armoured skeleton warrior at level 19 on the 26th Dusk 122nd year of Ascendancy at 09:55 Killed by multi-hued drake hatchling at level 19 on the 26th Dusk 122nd year of Ascendancy at 14:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 42 (base 35) |
| Constitution | 24 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 51 (base 38) |
| Cunning | 36 (base 26) |
Resources
| Life | -83/426 |
| Steam | 50/100 |
| Equilibrium | 30 |
| Psi | 111/171 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 1.0614040356398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 56 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 59 |
| Crit Chance | 15% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Nature | +13% |
| Darkness | +9% |
| Fire | +11% |
| Mind | +32% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +14% |
| Light | +5% |
| Blight | +15% |
| Physical | +30% |
| Fire | +20% |
| Mind | +70% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 44 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 12%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 14%( 70%) |
| Fire | + 34%( 70%) |
| Mind | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Teleport Resistance | 100% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
| Poison Resistance | 25% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. 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 154% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 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 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 |
Equipment
| On feet | pair of rough leather boots 'Singekiller' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Resists +12% lightning +6% temporal +3% light +12% fire +3% cold Phys.save +9 (+5 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
| Quiver | Polona the Deepsimmortal (18/18, 139% power, 2 apr) 3.0 T2 shot ammo [Rare] Master Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 18 On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 23% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +1 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Xeruwe2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +7% mind Res.pen +15% physical Acc +10 (+3 eff.) Apr +1 ----- def ----- Die.at -60.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aditira the Blazespar (0 def, 6 armour) 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +20% mind ----- def ----- Armour +6 Fatigue +3% Resists +9% lightning ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Infravis +8 Sight +1 See.Stealth +10 See.Invis +10 A hat made of leather. Very stylish. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.79 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | ash totem of healing 'Aeroba' [power 182] (1/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% mind On Hit (Melee): * 10% chance to reduce armor by 24% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Elenurig the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
| On fingers | Shockknave the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Spell.pwr +15 (+8 eff.) Res.pen +15% blight +5% mind +5% lightning Acc +6 (+2 eff.) ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
| Around neck | Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | overgrown steel steamgun 4.0 T2 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Shinevice' 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +5% light ----- def ----- Armour +2 Fatigue -8% Max.HP +35.00 ---------- misc Max.enc +20 Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
| Cloak | cashmere cloak 'Murkravager' (3 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +2 (+1 eff.) Dmg.mod +6% nature Res.pen +15% physical ----- def ----- Defense +3 (+1 eff.) Fatigue -4% Resists +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ashspitter the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% fire +7% nature +9% darkness Res.pen +20% fire Melee Ret 2 nature ----- def ----- Resists +6% fire +9% all Poison- +25% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
schematic: Back Support0.1 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. |
schematic: Explosive Shell0.1 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. |
schematic: Frost Salve0.1 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. |
schematic: Grounding Strap0.1 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. |
schematic: Iron Grip0.1 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. |
schematic: Magnetic Shell0.1 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. |
schematic: Rocket Boots0.1 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 schematic: Steamsaw0.1 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. |
schematic: Waterproof Coating0.1 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
steel amulet 'Neharadur'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +12% fire +12% cold Res.Cap +3% all Phys.save +9 (+5 eff.) Amulets make your neck look great! |
rogue's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
titan's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Dairyhir the Moldspire (129% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Nature Power 129% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +19 acid +26 nature While equipped: dps ---------- Res.pen +9% acid +7% nature Apr +16 ----- def ----- Armour +6 ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
steel greatmaul (133% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 183.95 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative mossy mindstar (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ---------- 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. |
mossy mindstar of resolve (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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. |
nature's thorny mindstar of balance (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) Disease- +12% ---------- misc Equi/ret +0.50 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. |
Plaguepython (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid +6% nature Res.pen +15% nature Melee Ret 6 fire ----- def ----- Resists +12% lightning +6% cold Crit.chn- 15.00% HP.reg +4.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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 +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff (117% power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+5 eff.) Dmg.mod +18% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of acid4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Beretar the Treestar1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Defense +10 (+4 eff.) Resists +6% lightning +7% temporal +12% light Mind.save +6 (+2 eff.) Stun/Frz- +20% Teleport- +20% A belt that goes around your waist. |
Shimmersmasher (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +10% cold ----- def ----- Defense +16 (+6 eff.) Mind.save +7 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smolderkiss (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% acid +6% fire Melee Ret 6 fire ----- def ----- Defense +1 (+0 eff.) Mind.save +3 (+1 eff.) Max.HP +30.00 ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +7 (+3 eff.) Phys.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. |
resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven elven-silk robe of light (+18%) (0 def, 0 armour) 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% light ----- def ----- Resists +18% light +15% all Mind.save +16 (+6 eff.) HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of frost (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% cold On Melee Ret: * 5% chance to slow global speed by 55% * 5 arcane resource burn ----- def ----- Resists +11% all +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of blight (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Baludradig' (0 def, 11 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str dps ---------- Spell.crit +7% Phys.pwr +16 (+8 eff.) Spell.pwr +8 (+4 eff.) Melee+ 10 mind Dmg.mod +6% mind ----- def ----- Armour +11 Fatigue +5% Resists +6% mind Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.13 Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arynor the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +6 Cun dps ---------- Dmg.mod +6% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +1% physical A hat made of leather. Very stylish. |
Lisunne (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% fire +3% temporal Die.at -60.00 life Heal.mod +5% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Noonwill' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind +3% light Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Resists +18% mind A pointy cloth hat, very wizardly... |
rough leather hat 'Shockobsidian' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% fire ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +11% light +3% fire +6% mind +11% darkness A hat made of leather. Very stylish. |
cured leather armour of spell shielding (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +14 (+7 eff.) Max.HP +30.00 HP.reg +5.30 Heal.mod +10% A suit of armour made of leather. |
flaming dwarven-steel shield of purity (0 def, 6 armour, 86.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +13% blight ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 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. |
60 alchemist agate0.0 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. |
5 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. |
5 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. |
3 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. |
emerald0.0 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +43.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
potent pain suppressor salve [power 145] potent pain suppressor salve [power 145]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -145 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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 129] simple healing salve [power 129]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 129 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Nimbustooth the pouch of steel shots (17/17, 120% power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 121% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +16 mind On Hit.r1 +8 lightning +16 fire On Crit.r2 +12 lightning +8 fire +8 mind On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Lisubrerin' (18/18, 138% power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 138% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +20 mind +8 fire On Crit.r2 +12 mind +7 fire On Hit: * 20% chance to reduce all saves and defense by 28 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots of accuracy (24/24, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +1 Crit +4.0% Capacity 24 While equipped: Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
2 amethyst0.0 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 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. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ghoulis the Higher Psyshot level 14
5th Dusk 122nd year of Ascendancy at 13:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ghoulis the Higher Psyshot level 10
4th Mirth 122nd year of Ascendancy at 14:30 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ghoulis the Higher Psyshot level 10
5th Mirth 122nd year of Ascendancy at 09:49 see stats
Log
Your shield crumbles under the damage!
The psionic shield around Ghoulis crumbles.
Bethyyamina the multi-hued drake's Shoot hits Ghoulis for (62 absorbed), 13 physical, (5 antimagic), 0 acid, (3 antimagic), 0 fire, (10 antimagic), 0 darkness (13 total damage).
Multi-hued drake hatchling misses Ghoulis.
Bethyyamina the multi-hued drake shoots!
Deep Wound from Ghoulis hits Bethyyamina the multi-hued drake for 14 physical damage.
Ghoulis's manaburn arcane area effect hits Multi-hued drake hatchling for 0 arcane damage.
Ghoulis's manaburn arcane area effect hits Bethyyamina the multi-hued drake for 0 arcane damage.
Ghoulis's manaburn arcane area effect hits Multi-hued drake hatchling for 0 arcane damage.
Ghoulis's manaburn arcane area effect hits Multi-hued drake hatchling for 0 arcane damage.
Bethyyamina the multi-hued drake's deep wound closes.
Bethyyamina the multi-hued drake is no longer seared.
Bethyyamina the multi-hued drake shoots!
Multi-hued drake hatchling is no longer seared.
Multi-hued drake hatchling is no longer seared.
Multi-hued drake hatchling is no longer seared.
Ghoulis's manaburn arcane area effect hits Multi-hued drake hatchling for 0 arcane damage.
Ghoulis's manaburn arcane area effect hits Multi-hued drake hatchling for 0 arcane damage.
Ghoulis's manaburn arcane area effect hits Bethyyamina the multi-hued drake for 0 arcane damage.
Multi-hued drake hatchling misses Ghoulis.
Multi-hued drake hatchling uses Ice Claw.
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 3 cold (6 total damage).
Melee retaliation hits Multi-hued drake hatchling for 15 fire, 2 nature (17 total damage).
Multi-hued drake hatchling hits Multi-hued drake hatchling for 66 cold damage.
Multi-hued drake hatchling hits Ghoulis for (29 antimagic), 39 cold (39 total damage).
Multi-hued drake hatchling hits Multi-hued drake hatchling for 69 cold damage.
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 2 cold (6 total damage).
Ghoulis the level 19 higher psyshot was iced to death by a multi-hued drake hatchling on level 1 of Intimidating Cave.












































































































