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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 21 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Lisegama the brecklorn at level 16 on the 43rd Haze 122nd year of Ascendancy at 22:16 0 / 6Killed by Lisegama the brecklorn at level 16 on the 43rd Haze 122nd year of Ascendancy at 23:45 Killed by Arerissra the gigantic gravity worm at level 18 on the 67th Haze 122nd year of Ascendancy at 09:25 Killed by Arerissra the gigantic gravity worm at level 18 on the 67th Haze 122nd year of Ascendancy at 11:06 Killed by Lisegama the brecklorn at level 19 on the 73rd Haze 122nd year of Ascendancy at 18:51 Killed by greater faeros at level 21 on the 2nd Decay 122nd year of Ascendancy at 18:10 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 63 (base 42) |
| Constitution | 27 (base 27) |
| Magic | 18 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 51.8 (base 36) |
Resources
| Life | -27/487 |
| Steam | 100/100 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 1.4233681673103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 12 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 62 |
| Crit Chance | 19% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 62 |
| Crit Chance | 19% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +7% |
| Physical | +21% |
| Fire | +3% |
| Nature | +24% |
Offense: Damage Penetration
| Lightning | +15% |
| Fire | +11% |
| Nature | +21% |
| Physical | +21% |
| Cold | +29% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 18 (38.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 16 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 19%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 18%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 86% |
| Poison Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 69%. Its effects scale with your Strength 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 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | insulating pair of rough leather boots of speed (0 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% fire / +5% cold Movement speed: +25% A pair of boots made of leather. |
| Quiver | acidic pouch of dwarven-steel shots of vileness (19/19, 34-40 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 13 On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Damage (Ranged): +10 blight When wielded/worn: Talent granted: +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Falyrab' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid Changes damage: +4% light Reduces incoming crit damage: 15.00% Disease immunity: +20% Only die when reaching: -20.00 life Light radius: +7 See stealth: +2 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 | Dimweeper (5 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Physical power: +20 (+7 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% fire Changes damage: +12% physical Mental save: +6 (+3 eff.) Stamina each turn: +2.00 A hat made of leather. Very stylish. |
| On hands | Tideriver (0 def, 4 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +4 Changes stats: +1 Dex Changes resistances: +6% acid Changes resistances penetration: +15% cold Changes damage: +9% physical Talent granted: +1 Iron Grip Disarm immunity: +60% Life regen: +1.00 Stamina each turn: +1.00 Maximum stamina: +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Emuba the ShockravenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 4 lightning Changes resistances: +15% lightning / +12% darkness Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +24.00 Rings make your fingers look great! |
| On fingers | GorewishInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +39% nature Changes resistances penetration: +15% nature Changes damage: +24% nature / +3% fire Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Gleamvengeance Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% mind Changes damage: +3% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Gugar the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +5 Cun / +5 Wil Changes resistances: +6% cold Damage against: +17% Summoned Reduced damage from: +18% Summoned Critical mult.: +10.00% Maximum encumbrance: +20 Spell save: +4 (+4 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | stormbringer's steel steamgun of piercing Requires: - 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: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +14 20% chance of physical repulsion Damage (radius 2) on crit: +11 lightning / +7 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +9% lightning / +8% cold / +6% all Movement speed: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +5% nature / +5% cold Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Boreruidan the cured leather armour (7 def, 9 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +9 Defense: +7 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes stats: +3 Mag Changes resistances: +15% lightning / +1% physical Changes resistances penetration: +15% physical Critical mult.: +10.00% Reduces incoming crit damage: 5.00% A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 116% / cooldown 50%)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 116% efficiency and cooldown mod of 50%. 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.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
rogue's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
UnlightbreezeRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce damage dealt by 18% Travel speed: +600% Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +4 darkness Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Effects on ranged hit: * 20% chance to reduce armor by 22% Changes damage: +9% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Oozerip (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +15% darkness / +9% nature Changes resistances penetration: +10% acid / +9% arcane / +11% darkness Changes damage: +10% arcane / +8% darkness Critical mult.: +15.00% Stealth bonus: +14 Equilibrium when hit: +0.04 Maximum mana: +61.00 Maximum hate: +6.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather hat of dexterity (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A hat made of leather. Very stylish. |
enlightening rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +3 Cun / +3 Wil Mental save: +12 (+6 eff.) A suit of armour made of leather. |
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. |
5 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. |
4 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sootglean the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 4 temporal Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
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. |
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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 110% efficiency and 69% cooldown modifier. It can be used to heal 146 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of iron shots of annihilation (15/15, 16-19 power, 4 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +7.0% Capacity: 15 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Travel speed: +200% Damage (Ranged): +8 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
3 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. |
12 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 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. |
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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gunslingerelle the Skeleton Gunslinger level 15
34th Dusk 122nd year of Ascendancy at 11:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Gunslingerelle the Skeleton Gunslinger level 19
80th Haze 122nd year of Ascendancy at 10:52 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Gunslingerelle the Skeleton Gunslinger level 20
2nd Decay 122nd year of Ascendancy at 00:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gunslingerelle the Skeleton Gunslinger level 10
10th Mirth 122nd year of Ascendancy at 11:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Gunslingerelle the Skeleton Gunslinger level 20
80th Haze 122nd year of Ascendancy at 21:05 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Gunslingerelle the Skeleton Gunslinger level 20
2nd Decay 122nd year of Ascendancy at 09:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Gunslingerelle the Skeleton Gunslinger level 11
3rd Summertide 122nd year of Ascendancy at 15:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Gunslingerelle the Skeleton Gunslinger level 13
2nd Dusk 122nd year of Ascendancy at 00:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gunslingerelle the Skeleton Gunslinger level 16
47th Haze 122nd year of Ascendancy at 16:36 see stats
Log
Faeros's Flame hits Gunslingerelle for (18 flat reduction), 41 fire (41 total damage).
Snow giant casts Mind Disruption.
Gunslingerelle shrugs off the effect 'Confused'!
Faeros misses Gunslingerelle.
Snow giant casts Mind Disruption.
Gunslingerelle shrugs off the effect 'Confused'!
Burning from Faeros hits Gunslingerelle for (18 flat reduction), 22 fire (22 total damage).
Snow giant misses Gunslingerelle.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Gunslingerelle!
Faeros resists the knockback!
Snow giant resists the knockback!
Gunslingerelle resists the knockback!
Faeros casts Flame.
Snow giant feels pain again.
Snow giant boulder thrower hits Gunslingerelle for (18 flat reduction), 178 physical (178 total damage).
Snow giant boulder thrower hits Faeros for 185 physical damage.
Snow giant boulder thrower hits Snow giant for 165 physical damage.
Faeros's Flame hits Gunslingerelle for (18 flat reduction), 41 fire (41 total damage).
Burning from Faeros hits Gunslingerelle for (18 flat reduction), 31 fire (31 total damage).
Gunslingerelle performs a melee critical strike against Snow giant!
Gunslingerelle hits Snow giant for 61 physical, 10 arcane, 5 mind (76 total damage).
Greater faeros casts Flame.
Greater faeros hits Gunslingerelle for (18 flat reduction), 65 fire (65 total damage).
Gunslingerelle the level 21 skeleton gunslinger was scorched to death by a greater faeros on level 4 of Daikara.
Gunslingerelle deactivates her cloak's restoration systems.
























































































