Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. 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! 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 59 / 58% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 222 (base 69) |
Dexterity | 124 (base 29) |
Constitution | 97 (base 13) |
Magic | 24 (base 12) |
Willpower | 129 (base 69) |
Cunning | 165 (base 69) |
Resources
Life | 1630/1630 |
Equilibrium | 75 |
Stamina | 580/580 |
Psi | 209/209 |
Healing Factor | 2.5 |
Regeneration | 45.625 |
Speed
Mental | +10% |
Attack | +10% |
Movement | +10% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 14 |
See Stealth | 77.24408918566 |
See Invisible | 72.24408918566 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 260 |
Accuracy | 92 |
Crit Chance | 103% |
APR | 73 |
Speed | 0.91 |
Offense: Offhand
Damage | 260 |
Accuracy | 92 |
Crit Chance | 103% |
APR | 73 |
Speed | 0.91 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 50% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 65.776245387789 (93.461538461538%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 1 |
Physical Save | 86 |
Spell Save | 32 |
Mental Save | 72 |
Defense: Resistances
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 97% |
Poison Resistance | 93% |
Blind Resistance | 100% |
Silence Resistance | 17% |
Bleed Resistance | 70% |
Disarm Resistance | 100% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 936 life over 5 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.9 steam per turn. Can be activated for an instant burst of 110 steam. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Munitions | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Furnace | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Beyond the Flesh |
talent | Melting Point |
talent | Wild Growth |
talent | Mitosis |
talent | Charged Shield |
talent | Furnace |
talent | Augmentation |
talent | Antimagic Shield |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Automated Cloak Tessellation |
talent | Kinetic Shield |
talent | Embedded Restoration Systems |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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's current energy level is: 288. | 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. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed giant spider spinneret. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Cutholeg Cutholeg Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 47 damage and reducing their armor Travel speed: +600% Damage (Ranged): +20 mind Burst (radius 1) on hit: +2 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Changes stats: +3 Str / +4 Mag / +11 Wil / +13 Cun Changes resistances penetration: +15% physical Changes damage: +9% acid / +20% physical / +21% mind Mindpower: +14 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver | pouch of stralite shots 'Delyrion' (22/22, 162% power, 5 apr) pouch of stralite shots 'Delyrion' (22/22, 162% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stat: 120% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +17.5% Capacity: 22 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * cripple the target Damage (Ranged): +16 mind / +13 bleed When wielded/worn: Talent granted: +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | dwarven-steel gauntlets 'Modan' (0 def, 3 armour) dwarven-steel gauntlets 'Modan' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +3 Damage (Melee): 10 acid Changes stats: +5 Str / +6 Dex / +4 Wil / +6 Cun / +5 Con Changes resistances: +8% acid Changes resistances penetration: +5% mind Changes damage: +7% acid / +3% mind / +15% arcane Talent mastery: +0.20 Technique / Grappling Talent granted: +5 Iron Grip Disarm immunity: +128% When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). Damage (Melee): +4 mind / +8 arcane Burst (radius 2) on crit: +9 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | dwarven lantern 'Hathagorion' dwarven lantern 'Hathagorion'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 34% chance to corrode armour by 30% Changes stats: +9 Wil Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +9% acid / +15% temporal Critical mult.: +15.00% Blindness immunity: +50% Confusion immunity: +30% Maximum life: +80.00 Light radius: +10 See stealth: +25 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Arogen the Venomwish (0 def, 6 armour) Arogen the Venomwish (0 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +6 Fatigue: +5% Effects on melee hit: * Slows global speed by 32% Changes stats: +8 Str / +5 Dex / +4 Mag / +18 Cun / +8 Con Changes resistances: +15% nature / +6% darkness Physical save: +18 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +34 (+8 eff.) Mana when firing critical spell: +3.00 Maximum life: +84.00 Healing mod.: +30% Damage Shield penetration: +30% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
On feet | Earthravager (0 def, 6 armour) Earthravager (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +5 Str / +4 Dex / +5 Cun / +5 Con Changes resistances: +13% lightning / +7% temporal / +12% nature Changes resistances penetration: +10% nature Changes damage: +3% mind Critical mult.: +15.00% Psi when hit: +0.04 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% 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. A pair of boots made of leather. |
Tool | Corruptionqueller the voratun pickaxe (dig speed 9 turns) Corruptionqueller the voratun pickaxe (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 nature Changes stats: +13 Str Changes resistances: +6% nature / +3% fire Critical mult.: +20.00% Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Unlightreaper' voratun ring 'Unlightreaper'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 darkness / 8 blight Changes stats: +12 Str / +11 Con Changes resistances: +15% blight / +15% nature / +9% darkness Changes resistances penetration: +15% temporal Changes damage: +3% darkness Poison immunity: +23% Disease immunity: +30% Disarm immunity: +50% Pinning immunity: +48% Knockback immunity: +50% Maximum life: +41.00 Rings can have magical properties. |
On fingers | Huriganarikath the voratun ring Huriganarikath the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Cun Mental save: +4 (+1 eff.) Stun/Freeze immunity: +94% Life regen: +7.90 Maximum life: +57.00 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) Healing mod.: +24% Rings can have magical properties. |
Around neck | stralite amulet 'Emelogathra' stralite amulet 'Emelogathra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +16 Dex / +9 Cun / +16 Con Changes resistances: +21% lightning Critical mult.: +3.00% Physical save: +15 (+3 eff.) Stun/Freeze immunity: +35% Life regen: +3.20 Stamina each turn: +0.90 Maximum life: +70.00 Maximum stamina: +10.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Branurain the Starquake Branurain the Starquake Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (40% chance level 2). On weapon hit: * splashes acid on your target dealing 42 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Defense: +5 (+2 eff.) Damage (Ranged): 32 manaburn arcane Changes stats: +10 Cun / +13 Wil Changes resistances penetration: +15% light / +20% physical Talent mastery: +0.30 Wild-gift / Antimagic Maximum psi: +20.00 Mindpower: +25 (+5 eff.) Light radius: +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Phoenixspire PhoenixspireInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +17 (+6 eff.) Damage when hit (Melee): 8 acid / 4 fire Changes stats: +8 Str / +8 Dex / +8 Wil / +6 Cun Changes resistances: +9% light / +20% fire / +6% nature / +15% cold Changes resistances penetration: +15% fire Physical save: +47 (+10 eff.) Spell save: +16 (+8 eff.) Mental save: +24 (+6 eff.) A belt that goes around your waist. |
In off hand | Poralaith the Lightreek Poralaith the Lightreek Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 46 damage and reducing their armor Travel speed: +600% Damage (Ranged): +28 nature Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +2 light Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +12.0% Physical power: +9 (+2 eff.) Changes stats: +8 Str Changes resistances: +6% all Changes resistances penetration: +13% nature / +5% light Changes damage: +9% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Elilaith the Shockmire (4 def, 0 armour) Elilaith the Shockmire (4 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Effects on melee hit: * 38% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +12 Str / +8 Dex / +13 Con Changes resistances: +20% nature / +20% blight Changes damage: +15% acid / +12% lightning Talent mastery: +0.40 Technique / Combat training Physical save: +13 (+3 eff.) Spell save: -35 (-22 eff.) Life regen: +3.00 Stamina each turn: +1.30 Mana each turn: -0.60 Maximum life: +110.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brenurab the voratun mail armour (6 def, 12 armour) Brenurab the voratun mail armour (6 def, 12 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +10% Changes stats: +22 Str / +4 Mag / +9 Wil Changes resistances: +40% darkness / +21% physical Changes resistances penetration: +15% mind Life regen: +3.90 Maximum life: +90.00 Light radius: +4 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
medical injector implant of the duelist (efficiency 197% / cooldown 74%) medical injector implant of the duelist (efficiency 197% / cooldown 74%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 197% efficiency and cooldown mod of 74%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 167% / cooldown 82%) medical injector implant of the duelist (efficiency 167% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 167% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 174% / cooldown 93%) medical injector implant of the psychic (efficiency 174% / cooldown 93%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 174% efficiency and cooldown mod of 93%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 218% / cooldown 89%) medical injector implant of the sneak (efficiency 218% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 218% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13) steam generator implant (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 11) steam generator implant of the wizard (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 428) healing infusion of the sneak (heal 428)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 428 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 475) healing infusion of the sneak (heal 475)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 475 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+11 for 13 turns, die at -778) heroism infusion of the wizard (+11 for 13 turns, die at -778)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 13 turns. While Heroism is active, you will only die when reaching -778 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 499 over 5 turns) regeneration infusion of the psychic (heal 499 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 621 over 5 turns) regeneration infusion of the sneak (heal 621 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 373 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glorovena GlorovenaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +5 Wil Changes resistances: +6% blight Spell save: +9 (+5 eff.) Blindness immunity: +14% Spellpower: +2 (+0 eff.) Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Uladin the steel amulet Uladin the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +5% arcane / +5% physical Changes resistances penetration: +10% mind Changes damage: +9% arcane Mental save: +6 (+1 eff.) Confusion immunity: +12% Stamina each turn: +0.40 Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
steel amulet 'Pyreorder' steel amulet 'Pyreorder'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 8 fire Changes stats: +3 Dex / +7 Cun / +3 Con / +7 Lck Changes resistances: +3% nature Changes damage: +6% fire Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Dairynarigen the steel ring Dairynarigen the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Str / +1 Cun / +4 Con Changes resistances: +24% lightning Changes damage: +12% lightning Critical mult.: +3.00% 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 4 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 140% 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 can have magical properties. |
Khelynarigorab the steel ring Khelynarigorab the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% fire Changes resistances penetration: +15% arcane Changes damage: +6% blight / +10% fire Spell save: +12 (+6 eff.) Life regen: +0.70 Mana each turn: +0.08 Maximum life: +57.00 Maximum stamina: +14.00 Healing mod.: +12% Damage Shield penetration: +20% Rings can have magical properties. |
Nightsong 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: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 50 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Relgynik RelgynikCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +20 Cun / +20 Dex Changes resistances: +6% arcane Changes resistances penetration: +15% arcane Changes damage: +18% blight / +9% mind Disarm immunity: +35% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +41.00 Spell crit. chance: +2% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.73 cold and 34.85 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
stralite ring 'Glimmerspike' stralite ring 'Glimmerspike'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +15 Armour: +2 Defense: +7 (+3 eff.) Damage when hit (Melee): 8 light Changes stats: +8 Cun / +7 Dex Changes resistances: +6% mind Disarm immunity: +34% Pinning immunity: +40% Knockback immunity: +34% Teleport immunity: +10% Maximum life: +36.00 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 4 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 140% 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 can have magical properties. |
Blazewitch BlazewitchRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +9 nature When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% acid / +3% lightning Changes resistances penetration: +6% nature / +10% lightning Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 88 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
Treewalker TreewalkerRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% On weapon crit: * silences the target Damage (Ranged): +16 nature Burst (radius 1) on hit: +8 darkness / +2 nature When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +15.0% Changes stats: +7 Con Changes resistances penetration: +25% nature / +5% mind Changes damage: +3% mind Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 250 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
Murderfang's Surekill Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Sunmaim SunmaimRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Burst (radius 1) on hit: +2 light Burst (radius 2) on crit: +6 mind / +4 light Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 25 manaburn arcane Changes stats: +15 Cun / +7 Wil Changes resistances: +3% acid Changes resistances penetration: +5% mind / +50% physical Changes damage: +6% acid Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +14 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Velirita VeliritaRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +5 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +2 Physical power: +8 (+1 eff.) Changes stats: +4 Str Changes resistances penetration: +7% fire Talent cooldown: Strafe (-2 turns) Spell save: +3 (+2 eff.) Maximum life: +10.00 Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Earelar' dwarven-steel steamgun 'Earelar'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 5% chance to corrode armour by 30% Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances: +3% acid Changes resistances penetration: +6% acid / +10% physical Changes damage: +19% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Blindness immunity: +10% Life regen: +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Magmaumbra' steel steamgun 'Magmaumbra'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +5 fire Burst (radius 2) on crit: +2 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances penetration: +16% fire Changes damage: +9% fire / +9% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Global speed: +2% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Camurab CamurabInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +36 (+12 eff.) Damage when hit (Melee): 12 mind Changes resistances: +14% lightning / +15% temporal / +6% light / +12% fire / +9% acid Changes damage: +9% mind Stealth bonus: +15 Physical save: +25 (+5 eff.) Spell save: +30 (+13 eff.) A belt that goes around your waist. |
Ravendream (3 def, 11 armour) Ravendream (3 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +22% darkness / +19% blight / +28% cold / +20% nature / +5% arcane Changes resistances penetration: +20% darkness Changes damage: +17% darkness / +12% arcane Stealth bonus: +19 Life regen: +2.60 Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velarikira (9 def, 16 armour) Velarikira (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +1 Cun Changes resistances: +18% fire Critical mult.: +5.00% Mental save: +15 (+4 eff.) Life regen: +6.40 Equilibrium when hit: +0.20 Maximum life: +126.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +51% A suit of armour made of metal plates. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2681 alchemist agate 2681 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 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 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Automated Portable Extractor 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), costing 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. |
garnet 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) 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, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
5 ametrine 5 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Metralleto the Yeek Adventurer level 56
24th Haze 122nd year of Ascendancy at 14:25 see stats
By Metralleto the Yeek Adventurer level 18
27th Dusk 122nd year of Ascendancy at 23:26 see stats
By Metralleto the Yeek Adventurer level 10
11st Dusk 122nd year of Ascendancy at 17:21 see stats
By Metralleto the Yeek Adventurer level 31
57th Dusk 122nd year of Ascendancy at 06:55 see stats
By Metralleto the Yeek Adventurer level 35
59th Dusk 122nd year of Ascendancy at 18:05 see stats
By Metralleto the Yeek Adventurer level 50
9th Haze 122nd year of Ascendancy at 16:14 see stats
By Metralleto the Yeek Adventurer level 56
24th Haze 122nd year of Ascendancy at 14:00 see stats
By Metralleto the Yeek Adventurer level 48
75th Dusk 122nd year of Ascendancy at 00:15 see stats
By Metralleto the Yeek Adventurer level 10
1st Dusk 122nd year of Ascendancy at 11:01 see stats
By Metralleto the Yeek Adventurer level 20
29th Dusk 122nd year of Ascendancy at 21:46 see stats
By Metralleto the Yeek Adventurer level 30
49th Dusk 122nd year of Ascendancy at 08:43 see stats
By Metralleto the Yeek Adventurer level 40
64th Dusk 122nd year of Ascendancy at 19:20 see stats
By Metralleto the Yeek Adventurer level 50
9th Haze 122nd year of Ascendancy at 07:15 see stats
By Metralleto the Yeek Adventurer level 59
33rd Haze 122nd year of Ascendancy at 19:02 see stats
By Metralleto the Yeek Adventurer level 9
7th Flare 122nd year of Ascendancy at 08:29 see stats
By Metralleto the Yeek Adventurer level 30
56th Dusk 122nd year of Ascendancy at 11:13 see stats
By Metralleto the Yeek Adventurer level 24
44th Dusk 122nd year of Ascendancy at 23:36 see stats
By Metralleto the Yeek Adventurer level 10
18th Dusk 122nd year of Ascendancy at 01:12 see stats
By Metralleto the Yeek Adventurer level 56
24th Haze 122nd year of Ascendancy at 14:25 see stats
By Metralleto the Yeek Adventurer level 32
57th Dusk 122nd year of Ascendancy at 11:58 see stats
By Metralleto the Yeek Adventurer level 21
30th Dusk 122nd year of Ascendancy at 21:09 see stats
By Metralleto the Yeek Adventurer level 13
19th Dusk 122nd year of Ascendancy at 12:33 see stats
By Metralleto the Yeek Adventurer level 59
33rd Haze 122nd year of Ascendancy at 21:44 see stats
Log
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Passageway into the Daikara here (press '' or right click to use).
Metralleto deactivates Furnace.
Metralleto deactivates Piercing Ammunition.
Metralleto deactivates Antimagic Shield.
Metralleto deactivates Wild Growth.
Metralleto deactivates Embedded Restoration Systems.
Metralleto deactivates his cloak's restoration systems.
Metralleto deactivates Melting Point.
Metralleto deactivates Charged Shield.
Metralleto tessellates his cloak!
Metralleto deactivates Mitosis.
Metralleto deactivates Beyond the Flesh.
Metralleto deactivates Elemental Harmony.
Metralleto deactivates Kinetic Shield.
Metralleto deactivates Augmentation.