



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 23 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Layurin the gloomy dire wolf at level 14 on the 8th Flare 122nd year of Ascendancy at 09:22 1 / 4Killed by Belada the sick treant at level 14 on the 8th Flare 122nd year of Ascendancy at 13:23 Killed by Belada the sick treant at level 14 on the 8th Flare 122nd year of Ascendancy at 16:01 Killed by Elyth the ninurlhing at level 22 on the 17th Haze 122nd year of Ascendancy at 22:04 |
Primary Stats
| Strength | 27 (base 23) |
| Dexterity | 58 (base 42) |
| Constitution | 12 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 60 (base 40) |
Resources
| Life | 471/471 |
| Steam | 106/106 |
| Healing Factor | 1.2291526171258 |
| Regeneration | 8.9113564741623 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 21 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 55 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +37% |
| Light | +15% |
| Cold | +3% |
| Darkness | +12% |
| Arcane | +3% |
| Mind | +17% |
| Fire | +9% |
Offense: Damage Penetration
| Physical | +5% |
| Fire | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.08934837382 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 23 |
| Physical Save | 27 |
| Spell Save | 18 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 23%( 70%) |
| Fire | + 39%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Steamtech / Mecharachnid | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic 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 Shade. | 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. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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 minotaur nose. | active |
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 Clear | active |
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 | pair of dwarven-steel boots 'Lelichak' (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +5 Fatigue -3% Resists +3% blight +5% arcane +3% darkness Phys.save +12 (+6 eff.) Die.at -80.00 life ---------- misc Max.enc +20 Equi/ret +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic pouch of dwarven-steel shots of amnesia (18/18, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego++] Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | Xanonne1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +8% mind ----- def ----- Resists +6% darkness Phys.save +10 (+5 eff.) Heal.mod +10% ---------- misc Hate/m.crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xerenne the Searreaper (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% fire ----- def ----- Armour +4 Fatigue +5% Resists +6% fire Spell.save +4 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glorilevea the Darkbloom (0 def, 3 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +3 Resists +3% darkness HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of summon tentacle 'Airrend' [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% lightning +6% physical Res.pen +5% physical Acc +5 (+1 eff.) ----- def ----- Resists +9% lightning Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 208 Base Damage: 105 Armor: 3 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +8 (+4 eff.) Resists +22% lightning Rings make your fingers look great! |
| On fingers | Chalogochak the Sparkbrand0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +3% light ----- def ----- Resists +22% lightning +21% fire +3% darkness Rings make your fingers look great! |
| Around neck | starlit copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
| In main hand | Brightglamour the dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 fire On Hit.r1 +12 light Uses 2.0 Steam While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +3% cold +9% fire ---------- misc See.Invis +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +5 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | reinforced dwarven-steel shield of the stars (0 def, 9 armour, 26-32 power, 116.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +116 Melee+ +12 light +10 darkness While equipped: Stats +8 Cun +2 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +9 Fatigue +8% Resists +13% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Hellskin' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Wil dps ---------- Dmg.mod +3% arcane Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning +12% fire Mind.save +6 (+3 eff.) Stun/Frz- +50% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Velydhetira the Lustrebearer (0 def, 19 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +19 Fatigue +23% Resists +6% acid +6% cold +15% blight Max.HP +53.00 HP.reg +4.00 Heal.mod +11% ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% 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. |
Galebore the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +25% mind ----- def ----- Resists +3% lightning Amulets make your neck look great! |
copper amulet 'Eclipsehunger'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Wil +3 Cun dps ---------- Res.pen +5% mind +5% darkness Amulets make your neck look great! |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Arith the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +6 Cun +4 Con dps ---------- Crit.mult +5.00% Mind.pwr +7 (+3 eff.) Dmg.mod +9% blight +3% arcane ----- def ----- Phys.save +8 (+4 eff.) Blind- +30% ---------- misc Infravis +3 See.Stealth +10 See.Invis +11 Rings make your fingers look great! |
Galekath the Bilewreck0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +9% nature ----- def ----- Defense +6 (+3 eff.) Resists +3% light ---------- misc Infravis +3 Rings make your fingers look great! |
Porolratira the Coaltrail0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% blight Res.pen +20% darkness +20% blight ----- def ----- Resists +25% blight +5% arcane Rings make your fingers look great! |
Salolratta0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% light +6% acid Res.pen +10% acid ----- def ----- Resists +20% light Spell.save +6 (+4 eff.) ---------- misc Max.vim +30.00 Rings make your fingers look great! |
Yvyda0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind ----- def ----- Defense +6 (+3 eff.) Resists +3% blight Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
mule's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -5% Resists +22% cold ---------- misc Max.enc +23 Rings make your fingers look great! |
arcing dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +7% acid Sharp, short and deadly. |
absorbing vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +7% lightning +10% fire +7% cold Max.HP +12.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
elm starstaff of wizardry (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+4 eff.) Dmg.mod +10% physical ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Tulorechak'4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +3 Wil +3 Con dps ---------- Res.pen +5% mind ---------- misc Light +3 Infravis +2 See.Invis +15 Masteries +0.10 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Faludothad the Phlegmprophet (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Hit: * 10% chance to slow global speed by 46% Uses 1.0 Steam When used to Attack: Melee+ +12 nature On Hit.r1 +13 fire While equipped: Stats +2 Str dps ---------- Melee+ 5 fire Dmg.mod +7% physical Acc +7 (+2 eff.) Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +21% lightning +9% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
manaburning steel waraxe of erosion (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Disrupt Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit: * 13 arcane resource burn One-handed war axes. |
noble's hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +4 (+3 eff.) Against +18% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +7 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Flowerquick'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% nature Against +17% Summoned On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% nature D.Red.from +17% Summoned A belt that goes around your waist. |
Murkimmortal the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +6 Mag +2 Wil +3 Con dps ---------- Spell.pwr +5 (+4 eff.) S.pwr/crit +4 Dmg.mod +3% darkness ----- def ----- Defense +1 (+0 eff.) Mind.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. |
Urorek the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% acid +11% cold Phys.save +3 (+2 eff.) Cut- +20% ---------- misc Stam/turn +2.00 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 (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +6 (+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. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +14% darkness +13% mind +11% all Phys.save +13 (+7 eff.) Spell.save +12 (+7 eff.) Mind.save +22 (+11 eff.) Max.HP +45.00 HP.reg +1.90 Heal.mod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +9% physical +5% fire +9% cold ----- def ----- Resists +13% acid +12% physical +12% fire +11% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belokor the Windcutter (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +18% nature +9% mind On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Resists +9% nature Stealth +7 A pair of boots made of leather. |
Daimynaribers the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +20.00% Phys.pwr +4 (+1 eff.) Spell.pwr +4 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% acid ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloravea the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +3% lightning +3% cold +6% darkness Max.HP +60.00 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Wintersweeper (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Melee+ 13 temporal Ranged+ 8 temporal Dmg.mod +12% cold +5% temporal Res.pen +10% lightning Melee Ret 10 cold ----- def ----- Armour +2 Fatigue +3% Resists +8% temporal ---------- misc Stam/turn +3.00 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. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% 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. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betena the Freezefury (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Crit.mult +10.00% Res.pen +5% mind ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +19% darkness +9% mind ---------- misc Psi/ret +0.04 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvotha the Blazesorrow (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% lightning Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% fire A hat made of leather. Very stylish. |
grounding rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A hat made of leather. Very stylish. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+7 eff.) A suit of armour made of mail. |
iron plate armour 'Ce'Nima' (0 def, 15 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +17% lightning +1% physical +3% darkness +9% acid Disease- +20% Knockbk- +10% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield of lightning resistance (+17%) (0 def, 4 armour, 18-21 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
8 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. |
133 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Cracklespar2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 2 mind ----- def ----- Resists +3% nature +6% lightning Poison- +20% ---------- 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. |
Haluldir the Strikemistress1.0 T3 lite [Rare] Arcane While equipped: Stats +5 Cun +8 Con dps ---------- Res.pen +25% lightning Melee Ret 6 lightning 21 fire ----- def ----- Resists +6% cold +7% fire Crit.chn- 15.00% ---------- misc Light +4 Infravis +2 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
simple healing salve [power 142] simple healing salve [power 142]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 142 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. |
psychokinetic pouch of dwarven-steel shots (20/20, 30-36 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Shots are used with slings to pummel your foes to death. |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
3 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. |
4 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. |
4 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ciella the Cornac Annihilator level 20
62nd Dusk 122nd year of Ascendancy at 03:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ciella the Cornac Annihilator level 22
17th Haze 122nd year of Ascendancy at 20:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ciella the Cornac Annihilator level 10
4th Mirth 122nd year of Ascendancy at 07:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ciella the Cornac Annihilator level 20
50th Dusk 122nd year of Ascendancy at 08:31 see stats
May the 4th be with you!
.By Ciella the Cornac Annihilator level 17
40th Dusk 122nd year of Ascendancy at 01:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ciella the Cornac Annihilator level 22
15th Haze 122nd year of Ascendancy at 04:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ciella the Cornac Annihilator level 20
53rd Dusk 122nd year of Ascendancy at 21:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ciella the Cornac Annihilator level 16
38th Dusk 122nd year of Ascendancy at 19:36 see stats
Log
You pickup 0.80 gold pieces.
Resting starts...
Ciella deactivates Flamethrower.
Your summoned flame turret disappears.
Talent Grenade Launcher is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Talent Flame Turret is ready to use.
There is a next level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is an exit to the worldmap here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
Saving game...
Saving done.













































































































