Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official 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 | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Gunslinger |
Level / Exp | 21 / 71% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 8 on the 10th Mirth 122nd year of Ascendancy at 20:02 / 2Killed by Shasshhiy'Kaish at level 21 on the 74th Dusk 122nd year of Ascendancy at 11:48 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 48 (base 37) |
Constitution | 33 (base 12) |
Magic | 20 (base 22) |
Willpower | 18 (base 11) |
Cunning | 47 (base 40) |
Resources
Life | -153/560 |
Mana | 280/280 |
Steam | 90/100 |
Healing Factor | 1.2789294477288 |
Regeneration | 0.9591970857966 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 9 |
See Stealth | 41.153628736262 |
See Invisible | 41.153628736262 |
Offense: Mainhand
Damage | 31 |
Accuracy | 71 |
Crit Chance | 34% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 71 |
Crit Chance | 34% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Light | +10% |
Blight | +5% |
Cold | +25% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
All | +5% |
Defense: Base
Armour (hardiness) | 18 (89.687909656376%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 17 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 25%( 70%) |
Light | + 41%( 70%) |
Temporal | + 10%( 70%) |
Nature | + 16%( 70%) |
Cold | + 38%( 70%) |
Fire | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 43% |
Stun Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (3/3)
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 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 59%. Its effects scale with your Willpower 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 148% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | pair of hardened leather boots of rushing (0 def, 3 armour) pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +3 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | barbed pouch of steel shots of crippling (23/23, 26-31 power, 2 apr) barbed pouch of steel shots of crippling (23/23, 26-31 power, 2 apr) 3.0 T2 shot ammo [Ego++] Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +17.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.69 to 92.08 lightning damage (61.39 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | Blazeblow the hardened leather gloves (0 def, 2 armour) Blazeblow the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master While equipped: Stats +6 Dex +1 Con dps ---------- Dmg.mod +6% fire Acc +29 (+7 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Resists +6% temporal +3% fire Phys.save +10 (+5 eff.) Spell.save +3 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +21.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | gold amulet 'Aeritira' gold amulet 'Aeritira'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +2 Defense +11 (+3 eff.) Resists +9% light +3% nature Unseen.red 14% Die.at -80.00 life Amulets make your neck look great! |
In main hand | steady dwarven-steel steamgun of piercing steady dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 25 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Res.pen +5% all Acc +14 (+3 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -18% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +90 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | overgrown steel steamgun of lightning overgrown steel steamgun of lightning 4.0 T2 steamgun 1H weapon [Ego] Arcane/Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 lightning On Hit: 10% Overgrowth 2 On Hit: * splashes acid on your target dealing 24 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% lightning ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | murderer's linen cloak of mindcraft (1 def, 0 armour) murderer's linen cloak of mindcraft (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +5 Cun dps ---------- Mind.crit +4% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skin of Many (12 def, 7 armour) Skin of Many (12 def, 7 armour) 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +7 Hardiness +20% Defense +12 (+4 eff.) Fatigue +12% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
manasurge rune of the warrior (regen 811% over 10 turns; mana 41; cd 12) manasurge rune of the warrior (regen 811% over 10 turns; mana 41; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 811% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Isloyakira Isloyakira0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +25% acid Melee Ret 4 acid ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +14% light +13% darkness Res.Cap +3% all Phys.save +10 (+5 eff.) Blind- +21% ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
Nerumina the steel amulet Nerumina the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 15% * 6% chance to blind ----- def ----- Resists +6% physical +10% mind +6% light Mind.save +3 (+2 eff.) Max.HP +40.00 Confus- +27% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
restful copper amulet of mastery (0.11 Steamtech / Physics) restful copper amulet of mastery (0.11 Steamtech / Physics)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Masteries +0.11 Steamtech/Physics Amulets make your neck look great! |
savior's steel amulet of mastery (0.12 Steamtech / Avoidance) savior's steel amulet of mastery (0.12 Steamtech / Avoidance)0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Resists +10% blight Phys.save +10 (+5 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.12 Steamtech/Avoidance Amulets make your neck look great! It was hardened by the digestive sack. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger (13-17 power, 6 apr) steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
balanced steel greatmaul of massacre (38-58 power, 2 apr) balanced steel greatmaul of massacre (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +39% Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr) Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
flaming steel greatsword of massacre (36-58 power, 2 apr) flaming steel greatsword of massacre (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
slime-covered steel greatsword (24-39 power, 2 apr) slime-covered steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Disrupt Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 43% Massive two-handed swords. |
Merkul's Second Eye Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
ash longbow ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning mighty ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+6 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
Dedication (31-43 power, 6 apr) Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
elm vilestaff of might (10-12 power, 2 apr, fire element) elm vilestaff of might (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen robe 'Cloudwreath' (0 def, 0 armour) linen robe 'Cloudwreath' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +3% lightning Res.pen +25% temporal Melee Ret 2 lightning ----- def ----- Resists +6% lightning +9% temporal +18% light +7% all Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+15%) (0 def, 0 armour) mindwoven woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogcrack (0 def, 1 armour) Fogcrack (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +1 Resists +6% darkness Spell.save +6 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
volcanic reinforced leather armour of clarity (12 def, 16 armour) volcanic reinforced leather armour of clarity (12 def, 16 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +16 Defense +12 (+4 eff.) Fatigue +8% Resists +18% fire +7% mind +14% physical Mind.save +14 (+7 eff.) A suit of armour made of leather. |
deadly quiver of ash arrows of vileness (17/17, 31-43 power, 7 apr) deadly quiver of ash arrows of vileness (17/17, 31-43 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +11 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 12 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (20/20, 21-29 power, 7 apr) quiver of ash arrows (20/20, 21-29 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent pain suppressor salve [power 224] potent pain suppressor salve [power 224]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 77% cooldown modifier. Let you fight up to -224 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 77% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 199] simple healing salve [power 199]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 77% cooldown modifier. Heal 199 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of steel shots of crippling (16/17, 21-25 power, 2 apr) psychokinetic pouch of steel shots of crippling (16/17, 21-25 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
well-made saw shell well-made saw shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
ash totem of thorny skin [power 25] (20 cooldown) ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Psc the Thalore Gunslinger level 17
23rd Dusk 122nd year of Ascendancy at 22:49 see stats
By Psc the Thalore Gunslinger level 20
40th Dusk 122nd year of Ascendancy at 14:02 see stats
By Psc the Thalore Gunslinger level 19
27th Dusk 122nd year of Ascendancy at 14:23 see stats
By Psc the Thalore Gunslinger level 10
2nd Summertide 122nd year of Ascendancy at 08:12 see stats
By Psc the Thalore Gunslinger level 20
33rd Dusk 122nd year of Ascendancy at 00:50 see stats
By Psc the Thalore Gunslinger level 21
41st Dusk 122nd year of Ascendancy at 19:22 see stats
By Psc the Thalore Gunslinger level 16
20th Dusk 122nd year of Ascendancy at 05:35 see stats
By Psc the Thalore Gunslinger level 11
6th Flare 122nd year of Ascendancy at 14:59 see stats
By Psc the Thalore Gunslinger level 14
7th Dusk 122nd year of Ascendancy at 19:43 see stats
By Psc the Thalore Gunslinger level 17
24th Dusk 122nd year of Ascendancy at 07:09 see stats
By Psc the Thalore Gunslinger level 8
10th Mirth 122nd year of Ascendancy at 20:03 see stats
Log
Psc strafes with his steamguns!
The shield around Shasshhiy'Kaish crumbles.
Psc's Strafe hits Shasshhiy'Kaish for 78 physical, 23 acid (101 total damage).
Psc's Strafe hits Shasshhiy'Kaish for (17 absorbed), 58 physical, 5 lightning, 31 acid (95 total damage).
Shasshhiy'Kaish casts Rune: Acid Wave.
Psc is disarmed!
Psc HEALS from acid damage!
Shasshhiy'Kaish hits Psc for (24 flat reduction), 140 acid, 55 healing (140 total damage) [55 healing].
Deep Wound from Psc hits Shasshhiy'Kaish for 35 physical damage.
Psc hits Shasshhiy'Kaish for 16 lightning damage.
You must dual wield steamguns for this talent.
Psc uses Gift of the Woods.
Psc starts regenerating health quickly.
Shasshhiy'Kaish casts Rune: Shielding.
A shield forms around Shasshhiy'Kaish.
Deep Wound from Psc hits Shasshhiy'Kaish for (35 absorbed), 0 physical (0 total damage).
Deep Wound from Psc hits Shasshhiy'Kaish for (35 absorbed), 0 physical (0 total damage).
Psc hits Shasshhiy'Kaish for (16 absorbed), 0 lightning (0 total damage).
Psc hits Shasshhiy'Kaish for (16 absorbed), 0 lightning (0 total damage).
Deep Wound from Psc hits Shasshhiy'Kaish for (35 absorbed), 0 physical (0 total damage).
Shasshhiy'Kaish casts Blood Lock.
Psc is blood locked.
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Psc for (24 flat reduction), 104 physical, (24 flat reduction), 100 fire, (24 flat reduction), 104 physical, (24 flat reduction), 100 fire, (24 flat reduction), 104 physical, (24 flat reduction), 100 fire, (24 flat reduction), 104 physical (713 total damage).
Psc the level 21 thalore gunslinger was stabbed to death by Shasshhiy'Kaish and used for her perverted desires on level 2 of Daikara.