

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.0Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Gunslinger |
| Level / Exp | 30 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Zubirialaith the elven warrior at level 30 on the 12nd Shortage 122nd year of Ascendancy at 16:14 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 87 (base 60) |
| Constitution | 49 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 91.4 (base 58) |
Resources
| Life | -88/1026 |
| Equilibrium | 30 |
| Steam | 65/106 |
| Healing Factor | 1.4486181543265 |
| Regeneration | 23.218006102065 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 22 |
| See Stealth | 10 |
| See Invisible | 26 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 65 |
| Crit Chance | 43% |
| APR | 48 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 65 |
| Crit Chance | 43% |
| APR | 48 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 2 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Darkness | +25% |
| Light | +9% |
| Cold | +3% |
| Blight | +5% |
| Mind | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (53.292302510663%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 40 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Lightning | + 35%( 70%) |
| Nature | + 46%( 70%) |
| Cold | + 21%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 32%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Poison Resistance | 87% |
| Blind Resistance | 40% |
| Silence Resistance | 20% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 164% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 156% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Delenarigrim the Heatslice (12 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+3 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str / +10 Dex / +8 Cun Changes damage: +6% fire Physical save: +10 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Infravision radius: +3 A pair of boots made of leather. |
| Quiver | Hazevortex (11/21, 56-67 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +18.5% Capacity: 21 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 arcane / +20 cold Damage (radius 1) on hit: +20 arcane / +12 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +25% darkness Maximum life: +40.00 Light radius: +0 Infravision radius: +10 See invisible: +10 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 | Alyrahek the Blizzardobsidian (23 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +5 Armour: +5 Defense: +23 (+5 eff.) Fatigue: +4% Changes stats: +4 Cun / +7 Dex Changes damage: +3% cold Physical save: +7 (+2 eff.) Mental save: +0 (+0 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Light radius: +0 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic rough leather gloves of butchering (0 def, 6 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +6 Changes resistances: +6% blight Talent granted: +3 Fatal Attractor Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Maximum life: +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | SaliriawenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes resistances: +24% nature Changes damage: +12% nature Blindness immunity: +10% Cut immunity: +10% Silence immunity: +20% Equilibrium when hit: +0.12 Only die when reaching: -20.00 life Rings make your fingers look great! |
| On fingers | Gunariyon the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Defense: +15 (+3 eff.) Fatigue: -6% Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +8% nature / +8% blight Maximum encumbrance: +28 Physical save: +7 (+2 eff.) Poison immunity: +17% Disease immunity: +17% Maximum hate: +4.00 Mental crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 | steel amulet 'Salyda'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +10 Cun / +5 Con Blindness immunity: +10% Pinning immunity: +20% Knockback immunity: +10% Life regen: +5.00 Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
| In main hand | swiftstrike dwarven-steel steamgun of enduring Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * splashes acid on your target dealing 57 damage and reducing their armor Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Wil / +2 Cun / +8 Con Maximum life: +21.00 Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Eremivor' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Wil Changes resistances: +1% physical Changes damage: +18% mind Mental save: +6 (+2 eff.) Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +54.00 A belt that goes around your waist. |
| In off hand | mage-hunter's stralite steamgun of enduring Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 On weapon hit: * chills your foe dealing 30 damage and slowing them by one tenth of a turn Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 13 arcane resource burn Changes stats: +8 Wil / +4 Cun / +10 Con Talent mastery: +0.20 Wild-gift / Antimagic Maximum life: +12.00 Mindpower: +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Flashlord' (24 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Defense: +24 (+5 eff.) Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +18% lightning / +0% cold / +0% nature Changes damage: +9% light Critical mult.: +5.00% Stun/Freeze immunity: +30% Light radius: +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 | slimy cashmere robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 Fatigue: +0% Effects when hit in melee: * 6% chance to slow global speed by 54% * 3 arcane resource burn Damage when hit (Melee): 0 physical Changes resistances: +10% blight / +11% all Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +7.60 Maximum life: +46.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the sneak (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use 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 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
UrthogrimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Dex / +4 Con Changes resistances: +26% acid Changes damage: +13% acid Physical save: +12 (+4 eff.) Healing mod.: +10% Rings make your fingers look great! |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +33% Life regen: +3.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Samekalthotar the Furnacebrace (26-34 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 light / +20 arcane Damage against: +25% Undead When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +7 Dex / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +20% fire Sharp, short and deadly. |
enhanced iron dagger (11-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatmaul of ruin (54-82 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +25 Physical crit. chance: +14.0% Changes resistances penetration: +9% physical Critical mult.: +30.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stralite mace 'Unrekath' (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +3 Cun Changes resistances: +6% mind / +6% physical Spell save: +9 (+3 eff.) Stun/Freeze immunity: +20% Maximum psi: +20.00 Blunt and deadly. |
dwarven-steel steamgun of enduringRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +27.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blurring rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +13 Infravision radius: +4 A belt that goes around your waist. |
cashmere cloak 'Dazzlebait' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +8 Dex / +6 Wil Changes damage: +6% light Mental save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.silk robe 'Beloran' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% mind / +39% nature / +13% all Changes damage: +26% nature / +24% temporal / +6% arcane / +6% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scorchstreak the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +15% fire Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Psi when hit: +0.08 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Aerina' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +8 Lck / +6 Dex Changes resistances penetration: +7% physical Stealth bonus: +11 Mental save: +9 (+3 eff.) Silence immunity: +28% Confusion immunity: +35% Stun/Freeze immunity: +46% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Mindpower: +15 (+5 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Smolderward (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Effects when hit in melee: * 20 arcane resource burn Damage when hit (Melee): 4 mind Changes stats: +3 Dex Changes resistances: +7% blight / +3% fire Changes damage: +9% fire Spell save: +19 (+6 eff.) 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. |
Kindleworth the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Wil Changes resistances: +6% mind / +9% lightning Changes resistances penetration: +15% fire Changes damage: +30% fire Mental save: +9 (+3 eff.) Light radius: +2 A cap made of leather. |
Yvyda the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Str / +5 Mag / +8 Wil Changes resistances penetration: +15% mind Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) See invisible: +21 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of temporal resistance (4 def, 21 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +15% temporal A suit of armour made of mail. |
8 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. |
351 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. |
6 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. |
2 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 361] powerful healing salve [power 361]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 156% efficiency and 66% cooldown modifier. It can be used to heal 361 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 313] powerful pain suppressor salve [power 313]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 156% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -313 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 18] simple frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 156% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots 'Demonreeve' (21/21, 28-33 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +16.5% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 54% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +4 darkness Damage (radius 2) on crit: +8 darkness When wielded/worn: Shots are used with slings to pummel your foes to death. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
good flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By PistolBeard the Dwarf Gunslinger level 22
8th Dearth 122nd year of Ascendancy at 21:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By PistolBeard the Dwarf Gunslinger level 22
11st Dearth 122nd year of Ascendancy at 19:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By PistolBeard the Dwarf Gunslinger level 23
30th Loss 122nd year of Ascendancy at 19:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By PistolBeard the Dwarf Gunslinger level 10
1st Acquisition 122nd year of Ascendancy at 12:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By PistolBeard the Dwarf Gunslinger level 20
44th Profit 122nd year of Ascendancy at 13:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By PistolBeard the Dwarf Gunslinger level 30
12nd Shortage 122nd year of Ascendancy at 14:24 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By PistolBeard the Dwarf Gunslinger level 22
2nd Loss 122nd year of Ascendancy at 16:30 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By PistolBeard the Dwarf Gunslinger level 6
18th Voratun 122nd year of Ascendancy at 21:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By PistolBeard the Dwarf Gunslinger level 9
30th Voratun 122nd year of Ascendancy at 08:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By PistolBeard the Dwarf Gunslinger level 11
18th Profit 122nd year of Ascendancy at 02:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By PistolBeard the Dwarf Gunslinger level 23
30th Loss 122nd year of Ascendancy at 11:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By PistolBeard the Dwarf Gunslinger level 16
29th Profit 122nd year of Ascendancy at 22:28 see stats
Log
PistolBeard receives 246 healing.
PistolBeard shoots!
PistolBeard's Shoot performs a ranged critical strike against Zubirialaith the elven warrior!
Zubirialaith the elven warrior is cut deeply.
Zubirialaith the elven warrior is on fire!
Zubirialaith the elven warrior is corroded.
PistolBeard's Shoot hits Zubirialaith the elven warrior for 152 physical, 8 cold, 10 arcane, 0 arcane, 17 arcane, 5 cold, 46 acid (238 total damage).
PistolBeard's Shoot hits Zubirialaith the elven warrior for (90 deflected), 125 physical, 8 cold, 10 arcane, 0 arcane, 17 arcane, 5 cold, 8 cold, 12 cold (185 total damage).
Zubirialaith the elven warrior casts Grace of the Eternals.
Zubirialaith the elven warrior speeds up.
PistolBeard was smashed!
Zubirialaith the elven warrior uses Willful Strike.
Zubirialaith the elven warrior's mind surges with critical power!
Your resonance field crumbles under the damage!
The psychic field around PistolBeard crumbles.
PistolBeard is recovering from the damage!
PistolBeard was smashed!
Zubirialaith the elven warrior hits PistolBeard for (31 flat reduction), (37 resonance), 37 physical, (15 flat reduction), 0 physical, (31 flat reduction), (103 resonance), 426 physical, (31 flat reduction), 68 physical (531 total damage).
Burning from PistolBeard hits Zubirialaith the elven warrior for 52 fire damage.
Deep Wound from PistolBeard hits Zubirialaith the elven warrior for 28 physical damage.
PistolBeard receives 109 healing from Rough leather belt 'Eremivor' .
PistolBeard receives 550 healing.
Zubirialaith the elven warrior uses Shattering Shout.
Zubirialaith the elven warrior hits PistolBeard for (31 flat reduction), 1042 physical (1042 total damage).
Zubirialaith the elven warrior hits PistolBeard for (31 flat reduction), 87 physical (87 total damage).
Burning from PistolBeard hits Zubirialaith the elven warrior for (21 deflected), 23 fire (23 total damage).
Deep Wound from PistolBeard hits Zubirialaith the elven warrior for (11 deflected), 12 physical (12 total damage).
PistolBeard the level 30 dwarf gunslinger was cleaved to death by Zubirialaith the elven warrior on level 2 of Dark crypt.
PistolBeard deactivates his cloak's restoration systems.




















































































































