














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 25 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Lisylaith the brown bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 08:35 0 / 6Killed by Ce'Nabeth the thief at level 17 on the 12nd Dusk 122nd year of Ascendancy at 12:54 Killed by Zubyrima the cutpurse at level 18 on the 14th Dusk 122nd year of Ascendancy at 18:08 Killed by Gima the wolf at level 23 on the 27th Dusk 122nd year of Ascendancy at 18:16 Killed by Silyvena the wolf at level 25 on the 65th Dusk 122nd year of Ascendancy at 06:17 Killed by Silyvena the wolf at level 25 on the 65th Dusk 122nd year of Ascendancy at 08:23 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 11) |
| Dexterity | 52 (base 38) |
| Constitution | 23 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 52 (base 41) |
| Cunning | 50 (base 34) |
Resources
| Life | 528/528 |
| Psi | 132/132 |
| Steam | 100/100 |
| Healing Factor | 1.10103626943 |
| Regeneration | 0.2752590673575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 58 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 58 |
| Crit Chance | 16% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +3% |
| Nature | +3% |
| Mind | +23% |
| Physical | +5% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +4% |
| Light | +5% |
| Fire | +5% |
| Physical | +10% |
| Mind | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 16%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 44%( 70%) |
| Lightning | + 38%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Steampower increased by 10. Gestalt |
Quests
You failed to protect the injured seer from death by giant blue ant. Escort: injured seer (level 4 of Old Forest) | failed |
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 +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Escort the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara) | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethymira the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue -1% Resists +8% lightning +7% temporal Phys.save +13 (+6 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.enc +23 Talents +2 Rocket Boots A pair of boots made of leather. |
| Quiver | Scorchreek (16/16, 143% power, 3 apr) 3.0 T3 shot ammo [Rare] Nature Power 144% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 16 Proj.spd +200% Ranged+ +16 arcane +28 blight On Hit.r1 +16 fire On Hit: * 10% chance to create an air burst While equipped: ---------- misc Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 | Ulfadrasus the Shineslice (4 def, 4 armour) 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +11 Cun dps ---------- Dmg.mod +3% light Acc +7 (+1 eff.) On Hit (Melee): * 30% chance to blind On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +4% Resists +18% darkness Mind.save +9 (+4 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Venombrawn (0 def, 1 armour) 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * Slows global speed by 15% * 30% chance to corrode armour by 30% ----- def ----- Armour +1 ---------- misc Talents +3 Fatal Attractor Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Toxinbliss the yew totem of thorny skin [power 41] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +12% blight +9% fire +9% lightning Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aereldawe the Moldenvy0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +12% mind Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Skyjeer 4.0 T2 steamgun 1H weapon [Rare] Disrupt/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 20% Mana Clash 1 On Hit: * 30 arcane resource burn * shock your foe dealing 33 damage and draining some of their resources Uses 2.0 Steam While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Ranged+ 11 manaburn arcane Dmg.mod +15% lightning ----- def ----- Resists +9% blight +18% fire +3% acid ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Singebreak' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% light +5% fire Melee Ret 8 fire ----- def ----- Resists +9% light Max.HP +33.00 ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | thorny mindstar of storms (94% power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 95% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * shock your foe dealing 20 damage and draining some of their resources While equipped: Stats +1 Str +2 Dex +1 Mag +1 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning Res.pen +4% lightning Melee Ret 7 lightning ----- def ----- Resists +6% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Gunikalthostir' (8 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Mind.crit +2% ----- def ----- Defense +8 (+4 eff.) Resists +12% lightning +15% fire +18% light Stealth +8 Stun/Frz- +20% ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 41.16 to 51.45 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Brodomas the Raintrial0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature +6% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +7 Defense +11 (+5 eff.) Resists +10% lightning +6% nature Res.Cap +5% all Phys.save +24 (+11 eff.) Stun/Frz- +37% Amulets can have magical properties. |
copper amulet 'Skyrip'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind +15% lightning Res.pen +20% lightning +25% mind ----- def ----- Fatigue -5% Resists +6% mind +9% lightning HP.reg +1.30 Amulets can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) Rings can have magical properties. |
gold ring 'Samedar'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Acc +2 (+0 eff.) ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% physical Phys.save +9 (+4 eff.) Die.at -40.00 life Blind- +21% ---------- misc Infravis +4 See.Stealth +13 See.Invis +11 Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
Cautery Sword (150% power, 10 apr)3.0 T3 longsword 1H weapon Reqs Str 28 [Unique] Steamtech Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +6 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
steel steamgun 'Viperspar'4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +14 fire On Hit: * Slows global speed by 20% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +18% fire +9% nature +10% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Aruna the Filthquick (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% nature Res.pen +10% light Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Mind.save +8 (+4 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Drehad the woollen robe (12 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +11% mind +10% physical ----- def ----- Armour +2 Defense +12 (+6 eff.) Rng.Def +9 (+4 eff.) Resists +11% mind +10% physical Phys.save +23 (+11 eff.) Heal.mod +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandparry the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +25% mind Acc +11 (+2 eff.) Melee Ret 8 fire ----- def ----- Armour +1 Resists +9% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 114.18 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Getilegen (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Wil +5 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
5 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. |
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. |
2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
3 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 38.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 38.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 205] powerful pain suppressor salve [power 205]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -205 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 145 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. |
tundral pouch of steel shots of wind (22/22, 118% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Proj.spd +200% Ranged+ +14 cold On Crit.r2 +7 cold On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
steel shocking edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking touch0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Elyritha the ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex dps ---------- Apr +2 ----- def ----- Heal.mod +15% Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Yuri the Cornac Psyshot level 24
33rd Dusk 122nd year of Ascendancy at 15:58 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yuri the Cornac Psyshot level 8
9th Mirth 122nd year of Ascendancy at 06:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yuri the Cornac Psyshot level 25
64th Dusk 122nd year of Ascendancy at 20:20 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yuri the Cornac Psyshot level 25
44th Dusk 122nd year of Ascendancy at 13:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yuri the Cornac Psyshot level 10
2nd Flare 122nd year of Ascendancy at 20:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yuri the Cornac Psyshot level 20
19th Dusk 122nd year of Ascendancy at 15:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yuri the Cornac Psyshot level 25
55th Dusk 122nd year of Ascendancy at 10:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yuri the Cornac Psyshot level 12
7th Flare 122nd year of Ascendancy at 09:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yuri the Cornac Psyshot level 23
27th Dusk 122nd year of Ascendancy at 15:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yuri the Cornac Psyshot level 16
8th Dusk 122nd year of Ascendancy at 01:45 see stats
Log
Yuri's is no longer disrupted.
Yuri tessellates his cloak!
Yuri is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Silyvena the wolf killed Yuri!
Saving done.
Talent Fatal Attractor is ready to use.
Talent Boiling Shot is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Psyshot is ready to use.
Talent Inner Demons is ready to use.
Resting starts...
Talent Blunt Shot is ready to use.
Talent Nightmare is ready to use.
Talent Automated Cloak Tessellation is ready to use.
Yuri tessellates his cloak!
Talent Vaporous Step is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Talent Rocket Boots is ready to use.
Talent Metalstar is ready to use.
Talent Gestalt is ready to use.
Talent Implant: Medical Injector is ready to use.
Yuri activates Gestalt.
Yuri tessellates his cloak!
Yuri deactivates Gestalt.


















































































































