















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! Display class 1.7.0Display class icon on top off enemies 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 26 / 17% |
| Size | big |
| Lifes / Deaths | Killed by steamgun turret at level 15 on the 37th Retaking 124th year of Ascendancy at 13:23 4 / 2Killed by Star Gazer at level 20 on the 12nd Revenge 124th year of Ascendancy at 10:37 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 55 (base 52) |
| Constitution | 16 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 35 (base 23) |
| Cunning | 50 (base 39) |
Resources
| Life | 525/525 |
| Psi | 82/82 |
| Steam | 106/106 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 4.0773757396271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 60 |
| Crit Chance | 23% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 53 |
| Crit Chance | 30% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Acid | +28% |
| Light | +9% |
| Lightning | +12% |
| Mind | +23% |
| Arcane | +2% |
| Fire | +34% |
| All | 0% |
Offense: Damage Penetration
| Nature | +11% |
| Lightning | +31% |
| Fire | +16% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 40 (79.007671158813%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 30 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Temporal | + 40%( 70%) |
| Nature | + 63%( 70%) |
| Lightning | + 65%( 70%) |
| Cold | + 46%( 70%) |
| All | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 40% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution 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 118% efficiency and cooldown mod of 90%. 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 118% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gestalt |
| talent | Molten Iron Blood |
| talent | Vaporous Step |
| talent | Mechanical Arms |
| beneficial effect | Inspired by a recent kill increasing all resistance by 5%. Orcish Triumph |
| beneficial effect | The target is surrounded by a psionic shield, absorbing 47/47 damage before it crumbles. Psionic Damage Shield |
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. | active |
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. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
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. * You have disposed of Kaltor, the loot is yours! | done |
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 | pair of hardened leather boots 'Xemina' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Cun +4, Wil +2 defense ------ Armor +3 Resistance +9% lightning Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +5 (+3 eff.) Healmod +20% Poison Resist +20% Confus Resist +10% Knockbk Resist +20% other ------- Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (19/20, 147% power, 15 apr) 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 147% Range: 1.0x-1.2x Uses 10% Wil, 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind, +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: other ------- Talents +3 Explosive Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | alchemist's lamp 'Nerybeth'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Dex +1 offense ------ Critical power +10.00% Damage +9% mind Accuracy +15 (+4 eff.) defense ------ Resistance +12% lightning Life +63.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shockjustice (10 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +5, Cun +6 offense ------ Mindpower +15 (+5 eff.) Ignore resists +25% lightning defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +3% Resistance +6% darkness Mind save +9 (+5 eff.) Poison Resist +20% Pinning Resist +10% Stun Resist +10% A hat made of leather. Very stylish. |
| On hands | alchemist's rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats Mag +2, Wil +3 offense ------ On-Hit 4 acid, 3 fire, 3 cold 3 lightning defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 ice, +5 fire, +5 acid +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing steel torque of psionic shield [power 51] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Vorigamina0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Dex +1 offense ------ Physical Crit +1.0% Critical power +5.00% Ignore Armor +4 defense ------ Defense +20 (+6 eff.) Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light, +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Earthqueller the stralite steamgun 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +24 Critical Rate +12.0% Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +20 lightning, +12 fire +14 acid Uses 2.0 Steam While equipped: offense ------ Damage +13% lightning, +3% arcane +14% fire, +6% nature +14% acid Ignore resists +5% nature defense ------ Resistance +12% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | grounding rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+2 eff.) defense ------ Resistance +6% lightning, +5% temporal Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | Eye of Summer (94% power, 30 apr, fire damage) 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +30 Critical Rate +17.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +18% lightning, +15% cold Physical save +10 (+5 eff.) Stun Resist +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 31 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 poison, 40 physical 20 nature slow defense ------ Armor +31 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resistance +30% nature, +11% all Physical save +10 (+5 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
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
2 schematic: Antimagic Shell0.1 Encumbrance 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: Armour Reinforcement0.1 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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 Encumbrance 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: Focus Lens0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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: Moss Tread0.1 Encumbrance 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 Encumbrance 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: Saw Projector0.1 Encumbrance 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. |
3 schematic: Steamgun0.1 Encumbrance 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. |
6 schematic: Steamsaw0.1 Encumbrance 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: Water Salve0.1 Encumbrance 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. |
Girenne0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats Wil +4 offense ------ Mindpower +7 (+2 eff.) Damage +6% mind, +3% arcane Ignore resists +15% arcane defense ------ Resistance +16% light, +15% darkness +16% fire, +6% mind +24% cold Mind save +12 (+6 eff.) Blind Resist +37% Confus Resist +10% Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (111). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
serendipitous stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats Lck +11 offense ------ On-Hit 9 light, 8 darkness Damage +8% light, +9% darkness Accuracy +10 (+2 eff.) When Hit: * 5% chance to reduce damage dealt by 25% * 9% chance to blind defense ------ Defense +11 (+3 eff.) Resist unseen 14% Amulets make your neck look great! |
hateful stralite dagger (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Psionic Weapon Damage 132% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +13 darkness Damage Against +9% Living Sharp, short and deadly. |
Dairekalthoran the Blastream (154% power, 31 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Rare] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +31 Critical Rate +5.0% Attack Speed 100% Ignore Shields +17% On-hit +8 mind, +20 item expose On-Hit, radius 1 +4 cold On Hit: * 20% chance to reduce all saves and defense by 31 While equipped: offense ------ Damage +15% lightning, +9% mind Ignore resists +20% cold When Hit 6 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 Sharp, long, and deadly. |
Great Caller (100% power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +6% Mindpower +12 (+4 eff.) Damage +8% fire, +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-5 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold, +10% darkness +10% arcane Confus Resist +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. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats Dex +2 defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 15.88 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
volcanic hardened leather armour (9 def, 14 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 5 fire defense ------ Armor +14 Defense +9 (+3 eff.) Fatigue +8% Resistance +14% fire, +16% physical A suit of armour made of leather. |
stralite shield of mind resistance (+14%) (0 def, 8 armour, 164% power, 141.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego] Psionic When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +141 While equipped: defense ------ Armor +8 Fatigue +8% Resistance +14% mind other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 61% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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 healing salve [power 132] potent healing salve [power 132]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 132 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful frost salve [power 12] powerful frost salve [power 12]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 2 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 164] powerful healing salve [power 164]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 164 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 142] powerful pain suppressor salve [power 142]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Let you fight up to -142 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 8] simple frost salve [power 8]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 1 physical effects and grants a frost aura (8% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
psychokinetic pouch of dwarven-steel shots (21/21, 141% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 141% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of crippling (22/22, 122% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master/Psionic Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 22 On-ranged-hit +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By erotyczne pif paf the Orc Psyshot level 10
22nd Retaking 124th year of Ascendancy at 21:34 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By erotyczne pif paf the Orc Psyshot level 13
31st Retaking 124th year of Ascendancy at 21:22 see stats
Level 10
Got a character to level 10.By erotyczne pif paf the Orc Psyshot level 10
17th Retaking 124th year of Ascendancy at 21:12 see stats
Level 20
Got a character to level 20.By erotyczne pif paf the Orc Psyshot level 20
12nd Revenge 124th year of Ascendancy at 05:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By erotyczne pif paf the Orc Psyshot level 16
44th Retaking 124th year of Ascendancy at 07:26 see stats
Log
Automated Defense System is not stunned anymore.
Poison from Erotyczne pif paf hits Automated Defense System for 2 nature damage.
Automated Defense System stops being poisoned.
Automated Defense System is no longer harassed.
Automated Defense System uses Tremor Engine.
Erotyczne pif paf uses Condensate.
erotyczne pif paf hits Automated Defense System for 120 fire damage.
Talent Blunt Shot is ready to use.
Erotyczne pif paf uses Boiling Shot.
A psionic shield forms around erotyczne pif paf.
Erotyczne pif paf's Boiling Shot misses Automated Defense System.
Erotyczne pif paf uses Psyshot.
Erotyczne pif paf activates Rocket Boots.
Erotyczne pif paf deactivates Rocket Boots.
Erotyczne pif paf uses Explosive Shell.
You collect a new ingredient: mechanical core (1).
Option unlocked: New Class: Annihilator (Tinker)
Quest 'Research. Tinker. Annihilate.' is done! (Press 'j' to see the quest log)
Quest 'Research. Tinker. Annihilate.' status updated! (Press 'j' to see the quest log)
Welcome to level 26 [Erotyczne pif paf].
Erotyczne pif paf has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Erotyczne pif paf roars triumphantly.
Erotyczne pif paf's Explosive Shell hits Automated Defense System for 90 physical, 209 physical (300 total damage).
Erotyczne pif paf's Explosive Shell killed Automated Defense System!




































































































