


















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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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 | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 23 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 2nd Mirth 122nd year of Ascendancy at 12:25 0 / 6Killed by Cultist at level 13 on the 13rd Dusk 122nd year of Ascendancy at 20:33 Killed by Xeriyassra the multi-hued drake at level 16 on the 30th Dusk 122nd year of Ascendancy at 15:35 Killed by Blood Master at level 18 on the 35th Dusk 122nd year of Ascendancy at 04:20 Killed by Mad Archdruid at level 21 on the 49th Dusk 122nd year of Ascendancy at 01:05 Killed by Urkis, the High Tempest at level 23 on the 51st Haze 122nd year of Ascendancy at 16:24 |
Primary Stats
| Strength | 44 (base 13) |
| Dexterity | 51 (base 40) |
| Constitution | 59 (base 30) |
| Magic | 20 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 45 (base 35) |
Resources
| Life | -98/647 |
| Steam | 90/100 |
| Healing Factor | 1.7720332972344 |
| Regeneration | 32.157676845568 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 21 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 54 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 54 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Light | +20% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 12 (49.007671158813%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 14 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 41%( 70%) |
| Nature | + 26%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 62% |
| Pinning Resistance | 100% |
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 10.0 steam per turn. Can be activated for an instant burst of 50 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 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: 30 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 45 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 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 failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 5/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | chilling pouch of dwarven-steel shots of crippling (16/16, 30-36 power, 3 apr) 3.0 T3 shot ammo [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 16 Ranged+ +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +6 See.Invis +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 | hardened leather hat of strength (+3) (0 def, 3 armour) 2.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On hands | brawler's drakeskin leather gloves of strength (+7) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +7 Str +2 Dex +4 Cun dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +3 Phys.save +9 (+5 eff.) ---------- misc Cooldown Double Strike -1 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 | iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Mag +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +6% blight Poison- +12% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | overgrown steel steamgun of true flight 4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 2 On Hit: * splashes acid on your target dealing 26 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +8 (+2 eff.) ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -12% Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Max.enc +30 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steady steel steamgun of enduring 4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 33 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +5 Con +6 Wil dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) ----- def ----- Max.HP +19.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Mayytira the Glimmerscar (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +9% light +9% blight Res.pen +20% blight +10% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour) 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% lightning HP.reg +9.50 Poison- +50% Disease- +50% Cut- +50% ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Inventory
regeneration infusion (heal 292; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 45; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 45.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Brandbait the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.crit +2% Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +25% fire ---------- misc Max.psi +50.00 Amulets make your neck look great! |
copper amulet of mastery (0.10 Steamtech / Blacksmith)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Steamtech/Blacksmith Amulets make your neck look great! |
gold amulet 'Aroleg'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Max.stam +10.00 Amulets make your neck look great! |
pixie's copper ring of light (+20%)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
truestriking steel dagger of shearing (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all +7% physical Acc +15 (+4 eff.) Apr +14 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of corruption (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of daylight (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 light Against +16% Undead While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
acidic dwarven-steel greatsword of daylight (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 light Against +7% Undead On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Massive two-handed swords. |
thought-forged dwarven-steel greatsword of evisceration (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master/Psionic Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 mind On Hit: * 20% chance to reduce all saves and defense by 18 On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Massive two-handed swords. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of shearing (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +8 (+2 eff.) Apr +6 Sharp, long, and deadly. |
cured leather sling of recursion4.0 T2 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Splendourdash'4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +20 light On Hit.r1 +8 blight While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +12% light Acc +8 (+2 eff.) ----- def ----- Resists +6% blight +6% light Slings are used to hurl stones or metal shots at your foes. |
stormbringer's hardened leather sling4.0 T3 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +12 lightning +7 cold While equipped: dps ---------- Mov.spd +31% Res.pen +7% lightning +8% cold Slings are used to hurl stones or metal shots at your foes. |
blighted elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +24 (+12 eff.) Dmg.mod +25% temporal ---------- misc Mana/turn +0.20 Vim/s.crit +1.00 Max.vim +16.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
brawler's hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +4 Cun dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +5% blight Phys.save +7 (+4 eff.) Spell.save +9 (+7 eff.) ---------- misc Cooldown Double Strike -1 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. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +37.00 HP.reg +7.00 Heal.mod +10% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
marauder's cured leather armour of Eyal (10 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Phys.save +10 (+5 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of leather. |
prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% light +10% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +20% acid HP.reg +3.30 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
exposing dwarven-steel shield of resilience (0 def, 6 armour, 87 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 18 On Melee Ret: * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +6 Fatigue +8% Max.HP +56.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield (0 def, 9 armour, 105.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
246 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
16 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
arcing pouch of dwarven-steel shots of daylight (20/22, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +8 light Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of amnesia (18/18, 27-32 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of amnesia (17/17, 18-21 power, 2 apr)3.0 T2 shot ammo [Ego++] Psionic Power 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 physical On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 99 physical damage Shots are used with slings to pummel your foes to death. |
Zeziladin [power 224] (17 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% lightning Confus- +10% Pinning- +20% Sting an enemy dealing 224 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown 100% to heal for 47. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Bajoneta the Halfling Gunslinger level 13
13rd Dusk 122nd year of Ascendancy at 12:27 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bajoneta the Halfling Gunslinger level 12
4th Flare 122nd year of Ascendancy at 05:38 see stats
Exterminator
Killed 1000 creatures.By Bajoneta the Halfling Gunslinger level 19
48th Dusk 122nd year of Ascendancy at 11:24 see stats
Got eggs?
Finish the Pikataclysm event.By Bajoneta the Halfling Gunslinger level 21
49th Dusk 122nd year of Ascendancy at 01:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bajoneta the Halfling Gunslinger level 17
32nd Dusk 122nd year of Ascendancy at 21:05 see stats
Level 10
Got a character to level 10.By Bajoneta the Halfling Gunslinger level 10
7th Mirth 122nd year of Ascendancy at 07:42 see stats
Level 20
Got a character to level 20.By Bajoneta the Halfling Gunslinger level 20
48th Dusk 122nd year of Ascendancy at 19:44 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Bajoneta the Halfling Gunslinger level 15
24th Dusk 122nd year of Ascendancy at 10:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bajoneta the Halfling Gunslinger level 18
35th Dusk 122nd year of Ascendancy at 04:54 see stats
The secret city
Discovered the truth about mages.By Bajoneta the Halfling Gunslinger level 22
22nd Haze 122nd year of Ascendancy at 12:27 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bajoneta the Halfling Gunslinger level 18
34th Dusk 122nd year of Ascendancy at 18:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bajoneta the Halfling Gunslinger level 22
51st Dusk 122nd year of Ascendancy at 03:56 see stats
Log
Bajoneta receives 233 healing.
Thunderstorm hits Bajoneta for (21 flat reduction), 14 lightning (14 total damage).
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 148 lightning (148 total damage).
Burning from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 16 fire (16 total damage).
Hurricane from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 62 lightning (62 total damage).
Bajoneta hits Urkis, the High Tempest for 35 physical, 8 light (43 total damage).
Urkis, the High Tempest's spell attains critical power!
Thunderstorm hits Bajoneta for (20 flat reduction), 0 lightning (0 total damage).
Urkis, the High Tempest casts Flame.
Urkis, the High Tempest's Flame hits Bajoneta for (21 flat reduction), 53 fire (53 total damage).
Burning from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 16 fire (16 total damage).
Hurricane from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 76 lightning (76 total damage).
Bajoneta hits Urkis, the High Tempest for 38 physical, 8 light (46 total damage).
Thunderstorm hits Bajoneta for (21 flat reduction), 5 lightning (5 total damage).
Urkis, the High Tempest casts Shock.
Bajoneta resists!
Urkis, the High Tempest's Shock hits Bajoneta for (21 flat reduction), 123 lightning (123 total damage).
Burning from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 24 fire (24 total damage).
Hurricane from Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 90 lightning (90 total damage).
Bajoneta uses Slip Away.
Thunderstorm hits Bajoneta for (21 flat reduction), 24 lightning (24 total damage).
Urkis, the High Tempest casts Freeze.
Urkis, the High Tempest hits Bajoneta for (21 flat reduction), 213 cold (213 total damage).
Bajoneta the level 23 halfling gunslinger was cooled to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Bajoneta deactivates her cloak's restoration systems.




































































































