















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 33 / 30% |
Size | medium |
Lifes / Deaths | Killed by Gruumsh! at level 14 on the 20th Revenge 124th year of Ascendancy at 14:20 0 / 7Killed by Dozing Porynor at level 19 on the 41st Revenge 124th year of Ascendancy at 07:49 Killed by Arair the shalore at level 27 on the 45th Revenge 124th year of Ascendancy at 16:21 Killed by dreaming horror at level 30 on the 7th Pain 124th year of Ascendancy at 03:41 Killed by Inon the human at level 31 on the 46th Pain 124th year of Ascendancy at 18:52 Killed by orc necromancer at level 33 on the 28th Loss 124th year of Ascendancy at 16:33 Killed by Yvuda the giant spider at level 33 on the 29th Loss 124th year of Ascendancy at 01:20 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 57 (base 54) |
Constitution | 40 (base 31) |
Magic | 12 (base 10) |
Willpower | 19 (base 10) |
Cunning | 63 (base 51) |
Resources
Life | -151/751 |
Steam | 34/100 |
Healing Factor | 1.4722297605396 |
Regeneration | 13.029233380776 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 11 |
See Stealth | 23 |
See Invisible | 19 |
Offense: Mainhand
Damage | 65 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +31% |
Darkness | +13% |
Physical | +35% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +34% |
Darkness | +29% |
Physical | +47% |
All | +14% |
Defense: Base
Armour (hardiness) | 19 (63.914983985962%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Acid | + 31%( 70%) |
Lightning | + 42%( 70%) |
Nature | + 27%( 70%) |
Cold | + 17%( 70%) |
Blight | + 23%( 70%) |
Physical | + 28%( 70%) |
Fire | + 18%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 40% |
Poison Resistance | 40% |
Blind Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 8.9 steam per turn. Can be activated for an instant burst of 44 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Changes stats: +2 Con / +4 Wil Changes resistances penetration: +7% physical Critical mult.: +15.00% Spell save: +9 (+4 eff.) Maximum psi: +30.00 Spellpower: +9 (+3 eff.) Mindpower: +12 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 5 On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Damage (Ranged): +17 light / +20 mind Damage (radius 1) on hit: +16 mind Damage against: +23% Undead When wielded/worn: Talent granted: +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +5% cold Changes resistances penetration: +15% physical Allows you to breathe in: water Critical mult.: +10.00% Only die when reaching: -20.00 life Mental crit. chance: +2% Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. This object's appearance was changed to Steel Helm of Garkul. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes damage: +3% physical Talent granted: +2 Flash Powder 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Defense: +9 (+3 eff.) Changes stats: +2 Cun / +3 Mag Spellpower: +8 (+3 eff.) 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +30% Infravision radius: +4 See stealth: +11 See invisible: +8 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% nature Critical mult.: +20.00% Physical save: +11 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+6 eff.) Only die when reaching: -60.00 life Mental crit. chance: +1% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +9 cold Damage (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Effects on ranged hit: * 20% chance to reduce armor by 34% Changes stats: +4 Cun Changes resistances: +6% acid Changes resistances penetration: +7% all Changes damage: +6% acid / +10% cold Steampower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Obliterator. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Stealth bonus: +5 Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Damage (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. This object's appearance was changed to Obliterator. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +16 (+5 eff.) Damage when hit (Melee): 2 mind Changes stats: +4 Wil Changes resistances: +13% nature / +12% blight Changes damage: +9% lightning Physical save: +15 (+7 eff.) Mental save: +3 (+2 eff.) Life regen: +4.00 Maximum psi: +10.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +33% lightning / +17% physical / +15% acid / +13% all Changes resistances penetration: +20% blight / +11% physical / +15% darkness Changes damage: +22% lightning / +32% physical / +13% darkness Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to woollen robe. |
Inventory
![]() wild infusion of the duelist (res 26%; physical; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 nature talent. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() steel amulet 'Glimmerpiercer' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +30% light Amulets make your neck look great! |
![]() Uruzor Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +5% arcane / +28% cold Changes resistances penetration: +25% acid Changes damage: +24% blight / +14% cold Rings make your fingers look great! |
![]() Brightrend (30-46 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 34% chance to reduce all saves and defense by 34 Damage (Melee): +21 mind When wielded/worn: Physical power: +20 (+6 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +9% blight / +12% fire / +5% arcane Critical mult.: +15.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +20.00 Massive two-handed battleaxes. |
![]() thought-forged steel battleaxe (20-31 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 34 Damage (Melee): +12 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Massive two-handed battleaxes. |
![]() balanced dwarven-steel dagger of vileness (16-21 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +8 blight When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +37% Sharp, short and deadly. |
![]() dwarven-steel greatmaul 'Eclipsewreath' (42-62 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +12 physical Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +3 Dex Changes resistances: +3% light / +3% physical Changes damage: +12% physical Massive two-handed mauls. |
![]() dwarven-steel greatmaul 'Eilinaldamina' (40-61 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +14 blight When wielded/worn: Defense: +30 (+9 eff.) Changes resistances: +12% blight / +3% cold / +6% darkness Changes damage: +9% mind Poison immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
![]() yew longbow 'Sunpain' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (radius 2) on crit: +16 light When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Cun Changes resistances: +6% lightning Mental save: +9 (+5 eff.) Pinning immunity: +20% Light radius: +3 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Zeryrig the Duathelrupture (16-22 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +10% Living When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 28% Changes resistances: +9% acid / +9% temporal / +6% light / +3% blight Only die when reaching: -20.00 life Blunt and deadly. |
![]() elemental dwarven-steel mace (26-36 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +6% acid Blunt and deadly. |
![]() Ce'Nitira the Shadesweep (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +15 Cun / +5 Wil Changes resistances: +6% darkness Changes damage: +12% acid Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Oozing Heart (17-19 power, 25 apr, nature slow damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+7 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 85.10 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +68 fire When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +16.0% Changes stats: +1 Cun Changes resistances: +6% acid / +12% nature Changes resistances penetration: +18% fire Changes damage: +3% mind Spell save: +3 (+1 eff.) Global speed: +7% Slings are used to hurl stones or metal shots at your foes. |
![]() ethereal elven-wood starstaff (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +14 (+5 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +18% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 100% Firing range: +7 On weapon crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage against: +25% Undead Attacks use: 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() truestriking deep-steel trident of erosion (28-45 power, 10 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's deep-steel trident (26-42 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +10% physical Disarm immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Neretira (18-25 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +15% lightning / +15% temporal Life regen: +4.00 Healing mod.: +20% One-handed war axes. |
![]() Siluldassra the Bogorder (18-25 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 62% * 20% chance to reduce all saves and defense by 34 Damage (Melee): +11 mind Damage (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +2 Str / +2 Mag / +3 Wil / +4 Cun Changes resistances penetration: +25% cold Reduces incoming crit damage: 15.00% One-handed war axes. |
![]() dwarven-steel waraxe (22-31 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
![]() hateful dwarven-steel waraxe of erosion (18-25 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +10 darkness Damage against: +9% Living One-handed war axes. |
![]() monstrous hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +4 Con Physical save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Scaldnigh (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 fire / 4 cold Changes stats: +4 Con / +4 Wil Changes resistances: +15% fire Changes resistances penetration: +7% physical Changes damage: +30% fire / +6% cold Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% cold Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
![]() invigorating pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Stamina each turn: +0.40 Maximum life: +32.00 Movement speed: +10% A pair of boots made of leather. |
![]() miner's pair of dwarven-steel boots of rushing (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Str / +3 Con Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blighted hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 blight Changes resistances: +6% blight Changes damage: +5% blight 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-4 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Mardylen (12 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 34% Damage when hit (Melee): 6 physical Changes stats: +7 Con Changes resistances: +21% nature Changes damage: +14% nature Critical mult.: +10.00% Physical save: +12 (+6 eff.) Light radius: +2 A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Con Infravision radius: +1 A hat made of leather. Very stylish. |
![]() Deepsgore (13 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes resistances: +23% acid Changes resistances penetration: +25% darkness / +25% light Changes damage: +12% darkness Physical save: +12 (+6 eff.) A suit of armour made of mail. |
![]() prismatic hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% cold / +12% light / +12% darkness A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +5.80 Maximum life: +35.00 Healing mod.: +10% A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 236] powerful healing salve [power 236]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 236 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. 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 145] simple healing salve [power 145]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 145 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 17 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 23 Damage (radius 1) on hit: +8 fire When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gruumsh! the Orc Gunslinger level 17
23rd Revenge 124th year of Ascendancy at 20:22 see stats
By Gruumsh! the Orc Gunslinger level 13
26th Retaking 124th year of Ascendancy at 23:57 see stats
By Gruumsh! the Orc Gunslinger level 30
7th Pain 124th year of Ascendancy at 07:42 see stats
By Gruumsh! the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 13:21 see stats
By Gruumsh! the Orc Gunslinger level 20
41st Revenge 124th year of Ascendancy at 13:07 see stats
By Gruumsh! the Orc Gunslinger level 30
6th Pain 124th year of Ascendancy at 21:53 see stats
By Gruumsh! the Orc Gunslinger level 27
49th Revenge 124th year of Ascendancy at 13:00 see stats
By Gruumsh! the Orc Gunslinger level 22
43rd Revenge 124th year of Ascendancy at 00:31 see stats
By Gruumsh! the Orc Gunslinger level 27
48th Revenge 124th year of Ascendancy at 21:56 see stats
By Gruumsh! the Orc Gunslinger level 16
23rd Revenge 124th year of Ascendancy at 04:27 see stats
Log
Waking Nightmare from Yvuda the giant spider hits Gruumsh! for (28 flat reduction), 8 darkness (8 total damage).
Raze hits Gruumsh! for (14 flat reduction), 0 darkness (0 total damage).
Gruumsh! is dazed!
Searing Sight hits Gruumsh! for (22 flat reduction), 0 light (0 total damage).
Gruumsh! is confused and fails to use Shoot.
Yvuda the giant spider uses Nightmare.
Gruumsh! is lost in a nightmare.
Gruumsh! is not dazed anymore.
Gruumsh! succumbs to the nightmare!
Gruumsh! is suffering from insomnia.
Talent Create Tinker is ready to use.
Talent Cloak Gesture is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Startling Shot is ready to use.
Talent Ceasefire is ready to use.
Talent Flash Powder is ready to use.
Talent Dig is ready to use.
Nightmare from Yvuda the giant spider hits Gruumsh! for (28 flat reduction), 24 darkness (24 total damage).
Waking Nightmare from Yvuda the giant spider hits Gruumsh! for (28 flat reduction), 23 darkness (23 total damage).
Raze hits Gruumsh! for (20 flat reduction), 0 darkness, (20 flat reduction), 0 darkness (0 total damage).
Searing Sight hits Gruumsh! for (22 flat reduction), 0 light (0 total damage).
You are asleep and unable to move!
You are asleep and unable to move!
Yvuda the giant spider breathes lightning!
Yvuda the giant spider hits Gruumsh! for (28 flat reduction), 175 lightning (175 total damage).
Gruumsh! the level 33 orc gunslinger was volted to death by Yvuda the giant spider on level 1 of Ruined Dungeon.
Gruumsh! is free from the nightmare.
Gruumsh! deactivates his cloak's restoration systems.