

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 28 / 42% |
| Size | medium |
| Lifes / Deaths | / 3 |
Primary Stats
| Strength | 50 (base 22) |
| Dexterity | 65 (base 26) |
| Constitution | 42 (base 27) |
| Magic | 10 (base 10) |
| Willpower | 54 (base 37) |
| Cunning | 78 (base 34) |
Resources
| Life | 526/526 |
| Psi | 119/119 |
| Steam | 106/106 |
| Healing Factor | 1.233988003127 |
| Regeneration | 0.30849700078174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 26 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 60 |
| Crit Chance | 39% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 57 |
| Crit Chance | 31% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Physical | +14% |
| Cold | +9% |
| All | +6% |
| Lightning | +32% |
| Light | +18% |
| Temporal | +21% |
| Fire | +16% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 53.335093952971 (47.857809501309%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 26 |
| Physical Save | 50 |
| Spell Save | 34 |
| Mental Save | 54 |
Defense: Resistances
| Acid | 44%( 70%) |
| Blight | 25%( 70%) |
| Physical | 22%( 70%) |
| Cold | 33%( 70%) |
| All | 20%( 70%) |
| Lightning | 30%( 70%) |
| Light | 27%( 70%) |
| Fire | 36%( 70%) |
| Mind | 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 50% |
| Disarm Resistance | 40% |
| Poison Resistance | 0% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Magic 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 123% efficiency and cooldown mod of 94%. 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 122% efficiency and cooldown mod of 94%. Its effects scale with your Willpower 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 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| talent | Embedded Restoration Systems |
| talent | Mechanical Arms |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | 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 Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (10 def, 10 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +1 Rocket Boots Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (86 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (147 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
| Quiver | elemental pouch of stralite shots of crippling (17/18, 44-52 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +12.5% Capacity: 18 On weapon hit: * Create an explosion dealing 28 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% light Mental save: +6 (+2 eff.) Light radius: +8 See stealth: +11 See invisible: +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 | drakeskin leather cap &039; (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +11 Armour: +6 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +8 Dex Changes resistances: +7% fire / +5% cold Changes damage: +3% nature / +15% temporal Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather. |
| On hands | Fists of the Desert Scorpion (10 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes stats: +4 Str / +4 Wil / +4 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Talent granted: +3 Fatal Attractor Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | powerful yew totem of healing [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
| On fingers | gold Windborne Azurite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes damage: +20% lightning / +6% all Damage affinity(heal): +20% lightning Spellpower: +8 (+5 eff.) Mindpower: +10 (+3 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
| Around neck | Ivikira the ShimmerroarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil / +3 Cun / +5 Con Changes damage: +6% lightning Physical save: +30 (+10 eff.) Spell save: +26 (+10 eff.) Mental save: +24 (+7 eff.) Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun &039; Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +4 mind Damage against: +28% Undead / +28% Demon / +28% Horror Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Changes resistances: +6% blight / +3% fire / +6% light Blindness immunity: +10% Only die when reaching: -40.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Icebone the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +9 Cun / +4 Con Changes damage: +3% cold Damage against: +15% Summoned Reduced damage from: +16% Summoned Infravision radius: +1 A belt that goes around your waist. |
| In off hand | gifted living mindstar (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * shock your foe dealing 26 damage and draining some of their resources When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +12 (+4 eff.) Mental crit. chance: +5% 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 | Blindwind the linen cloak (2 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 2 darkness Changes stats: +4 Dex Changes resistances: +12% lightning / +11% cold Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adokira the dwarven-steel mail armour (3 def, 24 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +24 Defense: +3 (+1 eff.) Fatigue: +13% Damage when hit (Melee): 40 physical Changes stats: +3 Str / +2 Dex Changes resistances: +6% acid / +3% physical / +6% mind / +3% light Mental save: +11 (+3 eff.) A suit of armour made of mail. |
Inventory
DaimahekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning Changes resistances penetration: +20% acid Disease immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +21% Life regen: +4.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 307 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level.warrior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Armour: +8 Defense: +7 (+2 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel longsword (23-32 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 34 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
enhanced steel steamgun of true flightRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.deep-steel trident of rage (30-48 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +2 Str Changes damage: +10% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 236 damage and damages attackers striking the wearer for 34 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
noble&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +7% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +15% physical / +12% fire / +10% cold / +11% all Changes damage: +6% acid / +13% physical / +16% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.insulating cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +7% fire / +7% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +12% nature / +11% blight A suit of armour made of mail. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 frost salve [power 20] powerful frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 122% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 279] powerful healing salve [power 279]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 122% efficiency and 94% cooldown modifier. It can be used to heal 279 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 20] powerful water salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 122% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 122% efficiency and 94% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 172] simple healing salve [power 172]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 122% efficiency and 94% cooldown modifier. It can be used to heal 172 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Psyche the Cornac Psyshot level 15
74th Dusk 122nd year of Ascendancy at 16:46 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Psyche the Cornac Psyshot level 11
17th Dusk 122nd year of Ascendancy at 19:32 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Psyche the Cornac Psyshot level 19
7th Regrowth 123rd year of Ascendancy at 20:00 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Psyche the Cornac Psyshot level 28
70th Regrowth 123rd year of Ascendancy at 08:30 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Psyche the Cornac Psyshot level 10
7th Mirth 122nd year of Ascendancy at 23:45 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Psyche the Cornac Psyshot level 20
10th Regrowth 123rd year of Ascendancy at 04:32 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Psyche the Cornac Psyshot level 18
6th Decay 122nd year of Ascendancy at 23:39 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Psyche the Cornac Psyshot level 25
50th Regrowth 123rd year of Ascendancy at 12:40 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Psyche the Cornac Psyshot level 7
3rd Mirth 122nd year of Ascendancy at 23:51 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Psyche the Cornac Psyshot level 11
1st Flare 122nd year of Ascendancy at 04:30 see stats
The Old Ones (Exploration mode)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy&039;Feijan and Walrog.By Psyche the Cornac Psyshot level 26
52nd Regrowth 123rd year of Ascendancy at 07:58 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Psyche the Cornac Psyshot level 18
60th Haze 122nd year of Ascendancy at 07:47 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Psyche the Cornac Psyshot level 6
79th Pyre 122nd year of Ascendancy at 15:14 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Psyche the Cornac Psyshot level 27
58th Regrowth 123rd year of Ascendancy at 07:43 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Psyche the Cornac Psyshot level 19
9th Regrowth 123rd year of Ascendancy at 06:34 see stats
Log
Melee retaliation hits Psyche for (2 flat reduction), 0 fire, (2 flat reduction), 0 cold (0 total damage).
Psyche&
Resting starts...
Rested for 8 turns (stop reason: all resources and life at maximum).
You pickup 0.90 gold pieces.
You pickup 0.85 gold pieces.
Today is the 75th Regrowth of the 123rd year of the Age of Ascendancy of Maj&LASTLASTLASTLASTyew starstaff (20-24 power, 4 apr, physical element).
Ran for 3 turns (stop reason: hostile spotted to the southwest (giant green ant)).
Psyche picks up (m.): cleansing dwarven-steel mail armour (3 def, 8 armour).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (giant green ant)).
Psyche shoots!
Psyche&
Psyche&
Giant green ant is crippled.
Psyche performs a melee critical strike against Giant green ant!
Psyche hits Giant green ant for 157 mind damage.
Psyche&266 physical, 4 mind, 55 lightning (325 total damage).
Psyche&
A psionic shield forms around Psyche.



























































































