

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Homosuperior |
| Class | Gunslinger |
| Level / Exp | 51 / 26% |
| Size | huge |
| Lifes / Deaths | Killed by Elidheda the gloomy brown bear at level 17 on the 5th Mirth 122nd year of Ascendancy at 17:15 6 / 1 |
Primary Stats
| Strength | 152 (base 61) |
| Dexterity | 69 (base 61) |
| Constitution | 91 (base 61) |
| Magic | 71 (base 61) |
| Willpower | 73 (base 61) |
| Cunning | 94 (base 61) |
Resources
| Life | 2111/2111 |
| Steam | 135/135 |
| Equilibrium | 0 |
| Vim | 250/250 |
| Healing Factor | 1.6955172413793 |
| Regeneration | 25.263206896552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +140% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 80.88998584732 |
| See Invisible | 80.88998584732 |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 75 |
| Crit Chance | 62% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 142 |
| Accuracy | 75 |
| Crit Chance | 62% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +9% |
| Blight | +6% |
| Mind | +6% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 14 (74.117647058824%) |
| Defense | 62 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 53 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 18%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 40%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 61%( 70%) |
| Mind | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 50% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (4/5)
| 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 8.1 steam per turn. Can be activated for an instant burst of 41 steam. 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 133% efficiency and cooldown mod of 53%. |
| 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 160% efficiency and cooldown mod of 95%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Bone Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (4 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Physical save: +11 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% A pair of boots made of leather. |
| Quiver | insidious pouch of stralite shots of wind (17/17, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +49 insidious poison Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (129 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dagolach the Blindkill (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +2 Fatigue: +1% Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +3 Mag / +10 Con Changes resistances: +12% mind Reduces incoming crit damage: 10.00% Mental save: +15 (+3 eff.) Confusion immunity: +23% Stamina when hit: +1.00 Equilibrium when hit: +0.80 Infravision radius: +3 A cap made of leather. |
| On hands | steady rough leather gloves of strength (+4) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +4 Str Talent granted: +2 Iron Grip Physical save: +6 (+1 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +91% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 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 | rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
| On fingers | Aerissra the copper ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom * 13% chance to blind Damage (Melee): 24 light / 7 bleed Effects on ranged hit: * 11% chance to cause random gloom * 11% chance to blind Damage (Ranged): 23 light / 6 bleed Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% blight Changes damage: +6% mind Mental save: +6 (+1 eff.) Mana each turn: +0.24 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Maximum psi: +40.00 Mindpower: +4 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | grounding copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
| In main hand | stralite steamgun of true shotRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +10.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | mighty stralite steamgun of fireRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +8 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Str Changes damage: +13% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Xanumida the Phlegmglory (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -3% Changes stats: +3 Dex / +4 Wil / +6 Cun Changes resistances: +6% blight / +3% cold / +3% lightning / +6% fire Changes damage: +9% nature Spell save: +34 (+10 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Poreledhena (4 def, 8 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 14 acid / 16 fire Damage when hit (Melee): 12 acid / 10 fire Changes stats: +8 Str / +2 Con Changes resistances: +17% acid / +11% physical / +13% darkness / +16% fire / +7% mind Changes damage: +6% blight Critical mult.: +15.00% Spell save: +4 (+1 eff.) Mental save: +22 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.40 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 133% / cooldown 58%)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 133% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level.stabilizing steel amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +18% temporal Pinning immunity: +31% Knockback immunity: +29% Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +34.00 Amulets can have magical properties. |
Lorovon the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +18 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 32 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 31 light Changes stats: +12 Str / +3 Dex / +3 Mag / +6 Wil / +2 Cun / +10 Con Changes resistances: +26% fire Changes damage: +3% acid / +13% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Mental save: +9 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
copper ring 'Hellimmortal'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +6% fire Changes damage: +21% mind / +9% fire Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of crippling (33-49.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +12.0% Defense: +13 (+3 eff.) Disarm immunity: +45% Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.steel greatsword of torment (26.5-42.4 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% mind / +13% darkness Massive two-handed swords. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
Brandwoe (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +6 Str / +9 Dex / +1 Wil / +5 Cun Changes resistances: +12% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.bladed hardened leather hat of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Dex / +4 Cun It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 476.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather hat of the depths (0 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.fortifying steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Str / +4 Con Maximum life: +41.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.inquisitor's quiver of yew arrows of gravity (23/23, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +20 gravity / +24 manaburn arcane Arrows are used with bows to pierce your foes to death. |
4 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. |
697 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. |
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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyrynne the Boltreek (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 arcane Changes stats: +1 Str / +2 Cun Changes resistances: +3% lightning / +6% physical / +5% arcane Changes damage: +6% arcane / +9% lightning Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +46.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glitteridol (dig speed 4 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% blight / +26% darkness / +14% nature / +9% light Changes resistances penetration: +15% blight / +22% physical Changes damage: +9% nature Damage affinity(heal): +30% darkness Grants telepathy: Dragon Psi when hit: +0.04 Maximum life: +40.00 Maximum stamina: +28.00 Mental crit. chance: +1% Infravision radius: +16 Heals friendly targets nearby when you use a nature summon: +50 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.88 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.88 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
Rod of Recall (3/3)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 117 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 20] simple frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 160% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple healing salve [power 241] simple healing salve [power 241]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 160% efficiency and 95% cooldown modifier. It can be used to heal 241, putting Talent Medical Injector on cooldown for 9 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), 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. |
2 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. |
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. |
4 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. |
4 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. |
8 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
Fear me not! (Uniques)
Survived the Fearscape!By Yun the Homosuperior Gunslinger level 17
5th Mirth 122nd year of Ascendancy at 22:40 see stats
Level 10 (Uniques)
Got a character to level 10.By Yun the Homosuperior Gunslinger level 10
77th Pyre 122nd year of Ascendancy at 05:33 see stats
Level 20 (Uniques)
Got a character to level 20.By Yun the Homosuperior Gunslinger level 20
2nd Flare 122nd year of Ascendancy at 15:35 see stats
Level 30 (Uniques)
Got a character to level 30.By Yun the Homosuperior Gunslinger level 30
4th Dusk 122nd year of Ascendancy at 22:35 see stats
Level 40 (Uniques)
Got a character to level 40.By Yun the Homosuperior Gunslinger level 40
11st Dusk 122nd year of Ascendancy at 02:04 see stats
Level 50 (Uniques)
Got a character to level 50.By Yun the Homosuperior Gunslinger level 50
13rd Dusk 122nd year of Ascendancy at 03:06 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Yun the Homosuperior Gunslinger level 45
12nd Dusk 122nd year of Ascendancy at 21:01 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Yun the Homosuperior Gunslinger level 20
9th Flare 122nd year of Ascendancy at 15:59 see stats
The Arena (Uniques)
Unlocked Arena mode.By Yun the Homosuperior Gunslinger level 11
77th Pyre 122nd year of Ascendancy at 05:54 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Yun the Homosuperior Gunslinger level 49
13rd Dusk 122nd year of Ascendancy at 03:06 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Yun the Homosuperior Gunslinger level 17
6th Mirth 122nd year of Ascendancy at 00:21 see stats
Log
Yun picks up (h.): steel greatsword of torment (26.5-42.4 power, 2 apr).
Yun picks up (c.): stabilizing steel amulet of manastreaming.
Yun picks up (h.): balanced dwarven-steel battleaxe of crippling (33-49.5 power, 2 apr).
Yun picks up (q.): fortifying steel mail armour (2 def, 6 armour).
Insidious Poison from Yun hits Sandworm burrower for 0 nature damage.
Bleeding from Yun hits Sandworm burrower for 0 physical damage.
Yun picks up (o.): bladed hardened leather hat of trickery (0 def, 3 armour).
Insidious Poison from Yun hits Sandworm burrower for 0 nature damage.
Bleeding from Yun hits Sandworm burrower for 0 physical damage.
Insidious Poison from Yun hits Sandworm burrower for 0 nature damage.
Bleeding from Yun hits Sandworm burrower for 0 physical damage.
Talent Trick Shot is ready to use.
A part of Yun's bone shield regenerates.
A part of Yun's bone shield regenerates.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Bone Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Yun tessellates his cloak!
Yun tessellates his cloak!
A part of Yun's bone shield regenerates.
A part of Yun's bone shield regenerates.
Yun deactivates Bone Shield.
Yun tessellates his cloak!












































































































