















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 50 / 2810% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 77 (base 25) |
Dexterity | 174 (base 64) |
Constitution | 170 (base 60) |
Magic | 75 (base 14) |
Willpower | 83 (base 25) |
Cunning | 163.4 (base 62) |
Resources
Life | 1759/1759 |
Mana | 0/919 |
Steam | 115/115 |
Healing Factor | 2.5 |
Regeneration | 86.366591547198 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 20 |
Infravision | 11 |
See Stealth | 35 |
See Invisible | 25 |
Offense: Mainhand
Damage | 132 |
Accuracy | 100 |
Crit Chance | 122% |
APR | 74 |
Speed | 1.00 |
Offense: Offhand
Damage | 132 |
Accuracy | 100 |
Crit Chance | 122% |
APR | 74 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 81% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Acid | +41% |
Blight | +35% |
Arcane | +50% |
Cold | +60% |
All | +32% |
Lightning | +47% |
Light | +52% |
Temporal | +59% |
Physical | +183% |
Darkness | +80% |
Offense: Damage Penetration
Physical | +136% |
Darkness | +70% |
Mind | +63% |
Temporal | +64% |
Blight | +78% |
Arcane | +74% |
Cold | +73% |
All | +53% |
Defense: Base
Armour (hardiness) | 48 (100%) |
Defense | 125 |
Ranged Defense | 125 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 40 |
Mental Save | 58 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 52%( 70%) |
All | + 37%( 70%) |
Darkness | + 49%( 70%) |
Physical | + 66%( 70%) |
Lightning | + 63%( 70%) |
Mind | + 45%( 70%) |
Fire | + 47%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 59% |
Knockback Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 10 times. 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 270% efficiency and cooldown mod of 93%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 387 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Embedded Restoration Systems |
talent | Evasive Shots |
talent | Chant of Fortress |
talent | Automated Cloak Tessellation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Cyrota the large brown snake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Veliwen the patchwork troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Changes resistances: +9% darkness / +3% physical Changes resistances penetration: +15% physical Changes damage: +18% darkness Critical mult.: +20.00% Physical save: +18 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +2 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 10% chance to slow global speed by 68% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 nature / +12 temporal / +12 mind Damage (radius 1) on hit: +14 fire / +8 nature / +4 mind Damage (radius 2) on crit: +12 nature When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +5 Changes resistances: +3% physical Changes resistances penetration: +15% all / +10% physical Changes damage: +20% light / +12% physical Physical save: +20 (+4 eff.) Light radius: +17 See stealth: +10 Healing mod.: +23% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +18 (+3 eff.) Changes stats: +15 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Physical crit. chance: +20.0% Armour: +21 Armour Hardiness: +12% Defense: +6 (+1 eff.) Changes stats: +9 Dex / +9 Cun / +18 Con Changes resistances: +12% physical Talent granted: +5 Iron Grip Critical mult.: +15.00% Spell save: +4 (+1 eff.) Disarm immunity: +120% Only die when reaching: -40.00 life Spell crit. chance: +18% Mental crit. chance: +19% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +2% physical Changes resistances penetration: +10% cold / +10% physical Changes damage: +24% physical It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 656 Base Damage: 273 Armor: 21 All Resist: 30 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Defense: +36 (+5 eff.) Changes resistances: +6% blight / +3% fire / +5% arcane Changes damage: +7% all Stun/Freeze immunity: +46% Teleport immunity: +21% Life regen: +23.00 Maximum life: +136.00 Spellpower: +19 (+4 eff.) Mindpower: +17 (+4 eff.) Healing mod.: +19% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +2.0% Physical power: +18 (+4 eff.) Defense: +41 (+6 eff.) Changes stats: +20 Cun / +10 Dex Changes resistances: +12% mind Changes resistances penetration: +10% mind Changes damage: +8% all Mental save: +11 (+3 eff.) Spellpower: +16 (+4 eff.) Mindpower: +16 (+4 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +40 Con Changes resistances: +10% blight / +10% cold / +25% nature / +10% darkness Changes damage: +10% all Damage affinity(heal): +15% nature Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 5). On weapon hit: * injects a simple virus dealing 126 blight damage on hit and lowering the victims highest stat Travel speed: +600% Damage (Ranged): +8 blight / +20 temporal Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Str / +12 Dex / +14 Mag / +15 Wil / +11 Cun / +15 Con Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +6% temporal / +15% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Life regen: +1.90 Steampower: +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +10 (+2 eff.) Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +3% physical Changes damage: +18% physical Critical mult.: +40.00% Physical save: +24 (+4 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +3.95 Spellpower: +12 (+3 eff.) Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * chills your foe dealing 51 damage and slowing them by one tenth of a turn Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Changes stats: +9 Str / +17 Dex / +11 Mag / +15 Wil / +14 Cun / +11 Con Changes resistances: +9% acid Changes resistances penetration: +13% all Changes damage: +6% arcane Blindness immunity: +20% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Healing mod.: +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +16 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +30% lightning Changes resistances penetration: +5% blight / +21% arcane Changes damage: +3% blight / +12% arcane Critical mult.: +48.00% Stealth bonus: +12 Physical save: +14 (+2 eff.) Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +100.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +17 Str / +10 Dex / +25 Mag / +18 Wil / +10 Cun / +10 Con Changes resistances: +11% lightning / +14% cold / +15% all Changes resistances penetration: +11% temporal / +10% cold / +17% darkness / +33% physical Changes damage: +9% acid / +72% physical / +30% darkness / +28% cold / +15% lightning / +21% temporal Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 207% efficiency and cooldown mod of 62%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 78%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 572 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes stats: +5 Dex / +5 Con Changes resistances: +2% physical Changes resistances penetration: +10% light / +20% physical Changes damage: +12% light Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +3 Defense: +17 (+3 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 39 Changes stats: +10 Wil / +5 Con / +17 Lck Changes damage: +21% physical Mental save: +9 (+2 eff.) Stamina each turn: +3.00 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+4 eff.) Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes stats: +10 Str / +9 Dex / +2 Wil / +9 Con Changes resistances: +5% arcane / +16% mind Changes damage: +31% mind / +9% temporal Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun Changes resistances: +6% light Maximum encumbrance: +20 Stun/Freeze immunity: +25% Life regen: +3.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +2 Wil Mental save: +6 (+2 eff.) Blindness immunity: +87% Silence immunity: +34% Mana each turn: +0.26 Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Infravision radius: +10 See stealth: +44 See invisible: +42 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +2% physical Changes damage: +9% blight Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +38% Life regen: +6.00 Maximum life: +100.00 Maximum vim: +20.00 Damage Shield penetration: +20% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +3% temporal Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Life regen: +4.00 Rings make your fingers look great! |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +10% Damage when hit (Melee): 10 mind Changes resistances: +9% acid / +12% darkness / +5% arcane Changes resistances penetration: +16% acid / +15% darkness / +15% arcane Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +10 Str / +9 Dex / +10 Mag / +10 Wil / +7 Cun / +11 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Wil / +4 Cun / +11 Con Maximum life: +10.00 Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +15 (+2 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +7 Wil Changes resistances: +3% acid / +6% cold Changes resistances penetration: +5% fire Damage against: +40% Summoned Reduced damage from: +42% Summoned Critical mult.: +15.00% Silence immunity: +10% Knockback immunity: +23% Maximum life: +65.00 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +17 Mag / +13 Wil Changes resistances: +10% acid / +10% fire / +10% lightning / +9% cold Changes damage: +9% lightning Stealth bonus: +13 Spell crit. chance: +6% Light radius: +3 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +12% cold Changes resistances penetration: +5% acid Critical mult.: +20.00% Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances: +13% all Changes resistances penetration: +7% temporal / +8% physical Changes damage: +14% temporal / +20% physical Physical save: +20 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +4 Cun / +6 Con Changes resistances: +3% blight / +14% fire / +5% arcane / +9% cold Changes damage: +9% arcane / +15% darkness Physical save: +23 (+4 eff.) Mental save: +25 (+6 eff.) Spellpower: +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +5 Cun / +4 Con Changes resistances: +13% acid / +15% fire / +9% blight / +18% cold / +5% arcane / +17% lightning Physical save: +25 (+5 eff.) Mental save: +23 (+6 eff.) Infravision radius: +1 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +32 (+5 eff.) Fatigue: -10% Changes resistances: +3% physical Changes resistances penetration: +20% light Maximum encumbrance: +38 Physical save: +14 (+2 eff.) Stamina each turn: +3.90 Maximum stamina: +40.00 Light radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 64 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +7 Wil / +12 Mag Changes resistances: +6% arcane Changes damage: +9% acid / +10% blight Disease immunity: +50% Stamina each turn: +1.30 Mana each turn: +0.16 Maximum stamina: +40.00 Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 7 nature / 5 physical Changes stats: +4 Str / +3 Wil / +2 Con Changes resistances: +6% nature / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +5% physical / +5% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+3 eff.) Armour: +9 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +5 Con Physical save: +32 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +18 (+5 eff.) Disarm immunity: +37% Maximum life: +45.00 Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +4 Str / +3 Dex / +5 Cun / +3 Con Changes resistances: +7% nature / +4% all Changes damage: +6% lightning Critical mult.: +15.00% Physical save: +9 (+1 eff.) Spell save: +6 (+2 eff.) Psi when hit: +0.12 Maximum life: +57.00 Mental crit. chance: +1% Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 40% Damage when hit (Melee): 4 acid Changes resistances: +9% acid / +14% darkness / +12% blight / +14% cold / +15% fire Changes damage: +9% arcane / +18% acid Physical save: +24 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Fatigue: -5% Changes stats: +9 Str / +5 Mag / +5 Wil Changes resistances penetration: +5% arcane Maximum mana: +32.00 Spell crit. chance: +8% Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +7 Con Changes resistances: +28% blight / +6% cold Changes damage: +9% cold Physical save: +11 (+2 eff.) Life regen: +19.00 Light radius: +5 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 59.13 cold damage and 104.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +4 Defense: +30 (+4 eff.) Physical save: +8 (+1 eff.) Light radius: +4 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 660.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 66] amazing fiery salve [power 66]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (66% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 66] amazing frost salve [power 66]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (66% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 66] amazing frost salve [power 66]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (66% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 944] amazing healing salve [power 944]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. It can be used to heal 944 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 826] amazing pain suppressor salve [power 826]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -826 life and reduces all damage by 29% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 262] amazing unstoppable force salve [power 262]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 262 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 66] amazing water salve [power 66]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 270% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (66% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered 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. |
![]() Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 23% chance to reduce all saves and defense by 39 * 23% chance to reduce armor by 40% * 20% chance to knock the target back 3 spaces and deal 269 physical damage Damage (Ranged): +33 physical Damage (radius 1) on hit: +23 mind / +23 acid Damage (radius 2) on crit: +23 mind / +23 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +31.0% Capacity: 20 On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +12 lightning / +4 temporal Damage (radius 2) on crit: +12 nature / +21 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +13.5% Capacity: 20 On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 30 On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 blight When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Toxic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Dex / +4 Mag / +2 Cun See invisible: +24 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Dex Changes resistances penetration: +5% physical Critical mult.: +10.00% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 24% for 2 turns. * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +20% mind Critical mult.: +10.00% Maximum stamina: +30.00 Maximum hate: +4.00 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Gunslinger with a hard R the Halfling Gunslinger level 36
27th Haze 123rd year of Ascendancy at 17:21 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
11st Dusk 124th year of Ascendancy at 20:52 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 36
25th Haze 123rd year of Ascendancy at 12:48 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 41
64th Haze 123rd year of Ascendancy at 13:47 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 46
7th Pyre 124th year of Ascendancy at 11:09 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 39
59th Haze 123rd year of Ascendancy at 18:46 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 11
67th Dusk 122nd year of Ascendancy at 03:06 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
74th Dusk 124th year of Ascendancy at 16:23 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
7th Allure 125th year of Ascendancy at 23:24 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 38
33rd Haze 123rd year of Ascendancy at 16:38 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 34
21st Haze 123rd year of Ascendancy at 19:39 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 24
71st Pyre 123rd year of Ascendancy at 16:36 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
46th Regrowth 125th year of Ascendancy at 11:27 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 23
64th Regrowth 123rd year of Ascendancy at 08:52 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 29
25th Dusk 123rd year of Ascendancy at 17:11 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 49
52nd Pyre 124th year of Ascendancy at 21:39 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
61st Haze 124th year of Ascendancy at 05:35 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
7th Allure 125th year of Ascendancy at 13:55 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
39th Haze 124th year of Ascendancy at 10:01 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 30
33rd Dusk 123rd year of Ascendancy at 03:44 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
8th Allure 125th year of Ascendancy at 19:54 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 10
10th Dusk 122nd year of Ascendancy at 00:59 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 20
35th Haze 122nd year of Ascendancy at 13:00 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 30
32nd Dusk 123rd year of Ascendancy at 11:04 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 40
61st Haze 123rd year of Ascendancy at 07:27 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
9th Dusk 124th year of Ascendancy at 05:46 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
60th Haze 124th year of Ascendancy at 02:54 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 43
41st Regrowth 124th year of Ascendancy at 20:24 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 23
19th Regrowth 123rd year of Ascendancy at 11:35 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
75th Dusk 124th year of Ascendancy at 14:40 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 27
6th Dusk 123rd year of Ascendancy at 07:35 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 12
11st Haze 122nd year of Ascendancy at 04:19 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 39
55th Haze 123rd year of Ascendancy at 22:19 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
46th Regrowth 125th year of Ascendancy at 11:26 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 24
72nd Pyre 123rd year of Ascendancy at 12:59 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 9
1st Flare 122nd year of Ascendancy at 12:51 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
60th Haze 124th year of Ascendancy at 03:45 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 23
65th Regrowth 123rd year of Ascendancy at 10:32 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 50
46th Regrowth 125th year of Ascendancy at 11:27 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 36
30th Haze 123rd year of Ascendancy at 07:15 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 10
14th Dusk 122nd year of Ascendancy at 10:41 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 43
5th Regrowth 124th year of Ascendancy at 01:50 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 25
73rd Pyre 123rd year of Ascendancy at 09:33 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 17
28th Haze 122nd year of Ascendancy at 05:45 see stats
By Gunslinger with a hard R the Halfling Gunslinger level 35
25th Haze 123rd year of Ascendancy at 02:42 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
Today is the 62nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 63rd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Ran for 2 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
Ran for 3 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Today is the 64th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 65th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Ran for 4 turns (stop reason: interesting terrain).
Saving done.
You don't see how to get there...
You don't see how to get there...
Gunslinger with a hard R deactivates his cloak's restoration systems.