Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 50 / 260% |
Size | medium |
Lifes / Deaths | Killed by Cyamiin the shalore at level 25 on the 34th Revenge 124th year of Ascendancy at 05:03 3 / 4Killed by Ureslak the Eternal at level 37 on the 8th Loss 124th year of Ascendancy at 11:29 Killed by steam defence turret at level 40 on the 6th Destruction 124th year of Ascendancy at 18:49 Killed by spiked tentacle at level 50 on the 44th Destruction 124th year of Ascendancy at 20:12 |
Primary Stats
Strength | 41 (base 14) |
Dexterity | 87 (base 60) |
Constitution | 31 (base 25) |
Magic | 9 (base 10) |
Willpower | 86 (base 60) |
Cunning | 91 (base 60) |
Resources
Life | 1208/1208 |
Psi | 101/101 |
Healing Factor | 1.25 |
Regeneration | 1.5625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 91 |
Accuracy | 73 |
Crit Chance | 49% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 73 |
Crit Chance | 47% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 61.73 (68.103448275862%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 37 |
Physical Save | 39 |
Spell Save | 27 |
Mental Save | 47 |
Defense: Resistances
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Teleport Resistance | 100% |
Pinning Resistance | 75% |
Knockback Resistance | 75% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 174 with a minimum range of 15. 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 185% efficiency and cooldown mod of 73%. 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 171% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 6 turns. |
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 13.1 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Psionic fog | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Race / Orc | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Gestalt |
talent | Negative Biofeedback |
talent | Mechanical Arms |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Steampower increased by 27. Gestalt |
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 ErĂșan 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
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'HaĂŻb 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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+5 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | sentry's pouch of voratun shots of warping (59/59, 62.5-75 power, 14 apr) sentry's pouch of voratun shots of warping (59/59, 62.5-75 power, 14 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Physical crit. chance: +7.0% Capacity: 59 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +13 temporal / +5 physical When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | piercing alchemist's lamp of focus piercing alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +3 Wil Changes resistances penetration: +8% all Changes damage: +6% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +35% mind / +10% all Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+7 eff.) Blindness immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +3 Iron Grip Critical mult.: +30.00% Disarm immunity: +130% Steam crit. chance: +10% Gauntlets. But with steam power! |
Tool | 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. |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +6 Dex 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 away 4 grids from your target. Rings can have magical properties. |
On fingers | solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Life regen: +1.00 Maximum life: +91.00 Mindpower: +12 (+3 eff.) Healing mod.: +25% Rings can have magical properties. |
Around neck | Sunstone SunstonePowered 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 (+1 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? |
In main hand | Glacia GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +27 Physical crit. chance: +20.0% Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
Around waist | hardened leather belt 'Flashcrack' hardened leather belt 'Flashcrack'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances penetration: +25% light Talent granted: +5 Thunder Grenade Critical mult.: +10.00% Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
In off hand | Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +80 20% chance of physical repulsion When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.6 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 49.02 mind damage, 50.49 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.29 mind and 4.42 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Cloak | Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Stun/Freeze immunity: +50% Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Main armor | Chromatic Harness (10 def, 20 armour) Chromatic Harness (10 def, 20 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +10 (+3 eff.) Fatigue: +19% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. mule's voratun ring of speedmule's voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+3 eff.) Fatigue: -8% Maximum encumbrance: +36 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
pixie's steel ring of pilfering pixie's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+7 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 away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatmaul of rage (70-105 power, 4 apr)balanced voratun greatmaul of rage (70-105 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+8 eff.) Defense: +20 (+6 eff.) Changes stats: +7 Str Changes damage: +17% physical Disarm immunity: +43% Stamina when hit: +3.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatmaul of massacre (79.5-119.25 power, 4 apr)warbringer's voratun greatmaul of massacre (79.5-119.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 79.5 - 119.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +19 (+5 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Disarm immunity: +22% Massive two-handed mauls. |
hateful living mindstar of storms (17.5-19.25 power, 40 apr, nature damage) hateful living mindstar of storms (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +9% lightning / +10% mind / +11% darkness Changes damage: +11% lightning / +18% mind / +21% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Payload PayloadRequires: - Talent Shoot - Talent Steam Pool Powered by steamtech 6.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +0.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon crit: * Boom. Travel speed: +600% Attacks use: 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Burst (radius 1) on hit: +0 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 item will automatically be transmogrified when you leave the level. icy voratun steamsaw of shearing (41-61.5 power, 25 apr)icy voratun steamsaw of shearing (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +93 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 16 ice Changes resistances penetration: +9% physical Changes damage: +12% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+13 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 83 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Glelle the pair of drakeskin leather boots (6 def, 10 armour) Glelle the pair of drakeskin leather boots (6 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -5% Changes resistances: +9% acid / +6% light / +10% fire / +9% cold / +11% lightning Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.40 Maximum life: +41.00 Movement speed: +10% A pair of boots made of leather. |
Shimmerking the pair of drakeskin leather boots (0 def, 5 armour) Shimmerking the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Changes resistances: +13% lightning / +15% temporal Changes resistances penetration: +10% lightning / +10% mind Changes damage: +12% mind / +3% lightning A pair of boots made of leather. |
pair of dwarven-steel boots 'Xydhetta' (0 def, 4 armour) pair of dwarven-steel boots 'Xydhetta' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +3 Wil Grants telepathy: Dragon Humanoid/Orc Stamina each turn: +0.70 Maximum stamina: +27.00 Maximum hate: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Viperwarden the iron gauntlets (0 def, 1 armour) Viperwarden the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +1 Changes stats: +6 Cun / +3 Dex Changes damage: +15% mind Mental save: +9 (+3 eff.) Disarm immunity: +0% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)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 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-9 eff.) Mindpower: -10 (-3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+4 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to hack the mind of a weakened yeti, costing 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather cap of fortune (0 def, 5 armour)champion's drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Wil / +17 Lck Mental save: +12 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +6% Light radius: +1 A cap made of leather. |
hardened leather hat 'Grinidas' (0 def, 3 armour) hardened leather hat 'Grinidas' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% blight / +10% cold / +3% darkness Allows you to breathe in: water Disease immunity: +15% Mindpower: +4 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
105 alchemist agate 105 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. |
39 onyx 39 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
22 aquamarine 22 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. |
37 lapis lazuli 37 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal 20 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 topaz 22 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gorehunter the dwarven-steel pickaxe (dig speed 15 turns) Gorehunter the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances penetration: +15% physical Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
40 emerald 40 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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. |
This item will automatically be transmogrified when you leave the level. ethereal dwarven lantern of corpselightethereal dwarven lantern of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +13% blight / +11% darkness Spellpower: +19 (+15 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 23 blight damage or heals 32 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 garnet 27 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 49] amazing fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 171% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 171% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 588] amazing healing salve [power 588]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 171% efficiency and 55% cooldown modifier. It can be used to heal 588, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 514] amazing pain suppressor salve [power 514]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 171% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -514 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 171% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Thundercrack (16/16, 35-42 power, 8 apr) Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
elemental pouch of voratun shots of amnesia (24/24, 54-64.8 power, 6 apr) elemental pouch of voratun shots of amnesia (24/24, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Shots are used with slings to pummel your foes to death. |
elemental pouch of voratun shots of warping (22/22, 51.5-61.8 power, 6 apr) elemental pouch of voratun shots of warping (22/22, 51.5-61.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +13 temporal / +9 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
icy pouch of voratun shots of torment (22/22, 52.5-63 power, 6 apr) icy pouch of voratun shots of torment (22/22, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to torment the target Damage (Ranged): +13 cold / +10 mind / +18 darkness When wielded/worn: Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of voratun shots of crippling (23/24, 55.5-66.6 power, 6 apr) inquisitor's pouch of voratun shots of crippling (23/24, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +15.0% Capacity: 24 On weapon crit: * cripple the target * burns latent spell energy Damage (Ranged): +25 manaburn arcane When wielded/worn: Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' 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. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help, costing 1 power out of 8/8. Call a trained yeti to your side. |
perfect focus lens perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect solid shell perfect solid shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
23 amethyst 23 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 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. |
11 diamond 11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 quartz 32 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. |
2 amber 2 amber0.00 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 Reiger the Orc Psyshot level 9
18th Retaking 124th year of Ascendancy at 05:31 see stats
By Reiger the Orc Psyshot level 12
25th Retaking 124th year of Ascendancy at 19:20 see stats
By Reiger the Orc Psyshot level 35
11st Dearth 124th year of Ascendancy at 02:42 see stats
By Reiger the Orc Psyshot level 28
1st Pain 124th year of Ascendancy at 05:55 see stats
By Reiger the Orc Psyshot level 10
19th Retaking 124th year of Ascendancy at 00:43 see stats
By Reiger the Orc Psyshot level 20
16th Revenge 124th year of Ascendancy at 01:16 see stats
By Reiger the Orc Psyshot level 30
14th Pain 124th year of Ascendancy at 01:51 see stats
By Reiger the Orc Psyshot level 40
35th Loss 124th year of Ascendancy at 06:37 see stats
By Reiger the Orc Psyshot level 50
35th Destruction 124th year of Ascendancy at 01:55 see stats
By Reiger the Orc Psyshot level 45
23rd Destruction 124th year of Ascendancy at 09:33 see stats
By Reiger the Orc Psyshot level 45
23rd Destruction 124th year of Ascendancy at 09:33 see stats
By Reiger the Orc Psyshot level 31
16th Pain 124th year of Ascendancy at 05:47 see stats
By Reiger the Orc Psyshot level 46
25th Destruction 124th year of Ascendancy at 05:22 see stats
By Reiger the Orc Psyshot level 32
40th Pain 124th year of Ascendancy at 16:01 see stats
By Reiger the Orc Psyshot level 22
22nd Revenge 124th year of Ascendancy at 02:57 see stats
By Reiger the Orc Psyshot level 38
12nd Loss 124th year of Ascendancy at 18:48 see stats
By Reiger the Orc Psyshot level 27
48th Revenge 124th year of Ascendancy at 01:20 see stats
Log
Talent Implant: Medical Injector is ready to use.
Talent Vitality is ready to use.
Talent Arcane Disruption Wave is ready to use.
Talent Solidify Air is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Talent Gestalt is ready to use.
Reiger activates Gestalt.
Talent Negative Biofeedback is ready to use.
Talent Mental Tyranny is ready to use.
Talent Mechanical Arms is ready to use.
Reiger activates Mental Tyranny.
Reiger activates Negative Biofeedback.
Reiger activates Mechanical Arms.
A psionic shield forms around Reiger.
The psionic shield around Reiger crumbles.
Talent Improved Gestalt is ready to use.
Reiger deactivates Mechanical Arms.
A psionic shield forms around Reiger.
Reiger deactivates Negative Biofeedback.
Reiger deactivates Mental Tyranny.
Reiger deactivates Gestalt.