

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 32 / 59% |
Size | medium |
Lifes / Deaths | Killed by Xanaegjasdie the shalore at level 32 on the 9th Pain 124th year of Ascendancy at 13:50 / 1 |
Primary Stats
Strength | 19 (base 17) |
Dexterity | 70 (base 53) |
Constitution | 27 (base 31) |
Magic | 4 (base 10) |
Willpower | 9 (base 11) |
Cunning | 54 (base 43) |
Resources
Life | -72/678 |
Steam | 69/100 |
Healing Factor | 1.2494416243655 |
Regeneration | 41.897133725847 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 44 |
Accuracy | 55 |
Crit Chance | 27% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 55 |
Crit Chance | 27% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Light | +12% |
Darkness | +8% |
Cold | +11% |
Mind | +8% |
All | +2% |
Offense: Damage Penetration
Cold | +18% |
Physical | +13% |
Light | +33% |
All | +8% |
Defense: Base
Armour (hardiness) | 34 (53.469387755102%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 24 |
Mental Save | 31 |
Defense: Resistances
Acid | + 12%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 13%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 15%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 40% |
Bleed Resistance | 90% |
Confusion Resistance | 12% |
Stun Resistance | 20% |
Disarm Resistance | 20% |
Poison Resistance | 40% |
Blind Resistance | 21% |
Inscriptions (4/4)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 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 129% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 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 128% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Elusiveness | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.60 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Steamtech / Gunner training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Steamtech / Engineering | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Evasive Shots |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
beneficial effect | The target has 27 increased life regeneration. Recovery |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 8. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Talents granted: +1.00(-) Rocket Boots Movement speed: +25% (-) A pair of boots made of leather. |
Quiver | ![]() barbed pouch of steel shots of amnesia (15/20, 27-32.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +9.5% (-) Capacity: 20 (-) On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talents granted: +3.00(-) Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() watchleader's brass lantern of the zealot Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3%(-) all Spell save: +7 (+4 eff.) (-) Blindness immunity: +21% (-) Confusion immunity: +12% (-) Light radius: +7 (-) See stealth: +6 (-) See invisible: +5 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() hardened leather cap 'Jetsmash' (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) (-) Armour: +13 (-) Fatigue: +3% (-) Changes stats: +6(-) Dex Changes resistances penetration: +25%(-) light / +5%(-) physical Changes damage: +6%(-) darkness Silence immunity: +40% (-) Infravision radius: +0 (-) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A cap made of leather. This object's appearance was changed to rough leather hat. |
On hands | ![]() steady hardened leather gloves of strength (+4) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Physical power: +5 (+2 eff.) (-) Armour: +3 (-) Changes stats: +4(-) Str Talents granted: +1.00(-) Sand Shredder Physical save: +6 (+3 eff.) (-) Mental save: +8 (+4 eff.) (-) Disarm immunity: +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Aerenne the Icehash [power 410] (22/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Damage (Melee): 0(-20) item nature slow Changes resistances: +3%(-) acid / +12%(-) fire Changes resistances penetration: +10%(-) cold Changes damage: +3%(-) acid / +9%(-) cold It can be used to fire a magical bolt dealing 418 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() steel ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14(-) light Damage (Ranged): 14(-) light Changes stats: +3(-) Mag Changes damage: +10%(-) light Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() marksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Damage (Melee): 0(-14) light Damage (Ranged): 0(-14) light Changes stats: +3 Dex / +0(-3) Mag Changes damage: +0%(-10%) light Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() restful steel amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Cut immunity: +50% (-) Life regen: +2.00 (-) Healing mod.: +12% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Titan Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 (-) Attack speed: 100% (-) Dam. multiplier: 175% (-) Firing range: +3 (-) On weapon hit: * splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Attacks use: 2.0(-) Steam A gun sure to turn all to ash. As long as its nearby. Tap to cycle through comparison choices |
Around waist | ![]() drakeskin leather belt 'Mardosus' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Str / +7(-) Dex / +5(-) Wil / +12(-) Cun Changes resistances: +6%(-) acid / +6%(-) lightning Changes damage: +6%(-) mind Physical save: +13 (+6 eff.) (-) Spell save: +17 (+13 eff.) (-) Mental save: +13 (+6 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-10) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +8 (+5) On weapon hit: + chills your foe dealing 31 damage and slowing them by one tenth of a turn - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +15 physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +3 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Cloak | ![]() murderer's cashmere cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour penetration: +5 (-) Defense: +3 (+1 eff.) (-) Changes stats: +3(-) Cun / +3(-) Dex Changes resistances: +12%(-) lightning / +11%(-) temporal / +10%(-) darkness Stun/Freeze immunity: +20% (-) Defense after a teleport: +16 (-) Resist all after a teleport: +11% (-) New effects duration reduction after a teleport: +12% (-) It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
Main armor | ![]() nimble drakeskin leather armour (28 def, 9 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +9 (-) Defense: +28 (+10 eff.) (-) Fatigue: +8% (-) Changes stats: +5(-) Dex Poison immunity: +40% (-) Disease immunity: +40% (-) Cut immunity: +40% (-) Life regen: +4.00 (-) Movement speed: +20% (-) A suit of armour made of leather. This object's appearance was changed to Spinal Cage. |
Inventory
![]() medical injector implant of the warrior (efficiency 131% / cooldown 51%) 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 131%(+2%) efficiency and cooldown mod of 51%(-12%). Its effects scale with your -Dexterity, +Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 darkness, 3 cold, 5 nature 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. |
![]() 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. |
![]() Soottrail the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +5 Str Changes resistances penetration: +15% darkness Cut immunity: +0% (-50%) Life regen: +0.00 (-2.00) Maximum hate: +10.00 Light radius: +3 Healing mod.: +0% (-12%) Amulets can have magical properties. |
![]() Rainwither Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-14) light Damage (Ranged): 0(-14) light Damage when hit (Melee): 6 cold Changes stats: +2 Dex / +0(-3) Mag / +9 Cun / +2 Con Changes damage: +0%(-10%) light Stun/Freeze immunity: +23% Life regen: +2.00 Rings can have magical properties. Tap to cycle through comparison choices |
![]() Obsidiantouch the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Damage (Melee): 0(-14) light Damage (Ranged): 0(-14) light Changes stats: +0(-3) Mag Changes resistances: +3% blight / +15% fire / +3% mind Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +0%(-10%) light Stun/Freeze immunity: +32% Life regen: +6.00 Rings can have magical properties. Tap to cycle through comparison choices |
![]() Glimmerkin Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-20) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +9 (+6) On weapon hit: - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +8 light Damage (radius 1) on hit: +20 light Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +25% darkness Changes damage: +6% light Only die when reaching: -80.00 life Slings are used to hurl stones or metal shots at your foes. |
![]() ranger's hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-20) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +9 (+6) On weapon hit: - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Changes stats: +2 Dex Changes resistances penetration: +7% all Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating steel steamgun of recursion Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-14) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +7 (+4) When this weapon hits: Shoot (10% chance level 1). On weapon hit: - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Changes resistances penetration: +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() Brilliant Auto-loading Orc Expeller Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 (-8) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +6 (+3) On weapon hit: - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Percussive Bullets (-3 turns) Overheat Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! Tap to cycle through comparison choices |
![]() Brilliant Auto-loading Orc Expeller Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 (-8) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +6 (+3) On weapon hit: - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Percussive Bullets (-3 turns) Overheat Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! Tap to cycle through comparison choices |
![]() voratun steamgun 'Fogprophet' Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool 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 (-5) Attack speed: 100% (-) Dam. multiplier: 0% (-175%) Firing range: +10 (+7) On weapon hit: * 10 arcane resource burn - splashes acid on your target dealing 38 damage and reducing their armor Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Effects on ranged hit: * 20% chance to reduce damage dealt by 14% Changes stats: +5 Cun Changes resistances: +9% blight / +9% light Changes resistances penetration: +20% acid / +7% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() barbed pouch of stralite shots (21/22, 53.5-64.2 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2(+26.5 - +31.8) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (+3) Crit. chance: +14.5% (+5.0%) Capacity: 22 (2) On weapon hit: - 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: - Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% + Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +0(+-3) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 (+3) Defense: +14 (+5 eff.) (-14 (-5 eff.)) Fatigue: +0% (-8%) Changes stats: +8(+3) Dex Reduces opponents crit chance: 7% Poison immunity: +0% (-40%) Disease immunity: +0% (-40%) Cut immunity: +0% (-40%) Life regen: +0.00 (-4.00) Movement speed: +0% (-20%) When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
![]() Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour penetration: +0 (-5) Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) (+6 (+2 eff.)) Changes stats: +0(-3) Cun / +0(-3) Dex Changes resistances: +0%(-12%) lightning / +15% cold / +0%(-10%) darkness / +0%(-11%) temporal Physical save: +10 (+5 eff.) Stun/Freeze immunity: +0% (-20%) Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-11%) New effects duration reduction after a teleport: +0% (-12%) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() kruk cloak (0 def, 0 armour) 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour penetration: +0 (-5) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-3) Cun / +0(-3) Dex Changes resistances: +0%(-12%) lightning / +0%(-11%) temporal / +0%(-10%) darkness Stun/Freeze immunity: +0% (-20%) Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-11%) New effects duration reduction after a teleport: +0% (-12%) A stylish kruk-style cloak, to look awesome. |
![]() Earehek the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2 Dex / +3 Wil / +6 Con Changes resistances: +15% nature / +6% mind / +5% arcane Changes resistances penetration: +6% physical Talent granted: +0(+-1) Rocket Boots Mindpower: +4 (+2 eff.) Movement speed: +0% (-25%) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() hardened leather gloves of magic (+2) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-1) Changes stats: +0(-4) Str / +2 Mag Changes damage: +4% arcane Talent granted: +0(+-1) Sand Shredder Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) (-1 (+0 eff.)) Armour penetration: +7 Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-1) Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Changes stats: +0(-4) Str / +4 Dex / +4 Cun Talent granted: +0(+-1) Sand Shredder Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +14 (+7 eff.) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +0% (-20%) 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: 3.9 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-4 eff.)) Armour: +3 (-10) Fatigue: +3% (-) Changes stats: +0(-6) Dex Changes resistances penetration: +0%(-25%) light / +0%(-5%) physical Changes damage: +0%(-6%) darkness Mental save: +10 (+5 eff.) Silence immunity: +0% (-40%) Mindpower: +9 (+5 eff.) Mental crit. chance: +9% Infravision radius: +0 (-) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() thaloren rough leather cap of precognition (4 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +0 (+0 eff.) (-10 (-4 eff.)) Armour: +1 (-12) Defense: +4 (+1 eff.) Fatigue: +1% (-2%) Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-6) Dex / +2 Wil / +3 Cun Changes resistances: +6% blight Changes resistances penetration: +0%(-25%) light / +0%(-5%) physical Changes damage: +0%(-6%) darkness Mental save: +5 (+3 eff.) Silence immunity: +0% (-40%) Infravision radius: +0 (-) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A cap made of leather. |
![]() Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-4 eff.)) Armour: +8 (-5) Defense: +4 (+1 eff.) Fatigue: +6% (+3%) Damage (Melee): 15 physical bleed Changes stats: +0(-6) Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Changes resistances penetration: +0%(-25%) light / +0%(-5%) physical Changes damage: +0%(-6%) darkness Talent mastery: +0.20 Race / Whitehooves Silence immunity: +0% (-40%) Infravision radius: +0 (-) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 / 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 / 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 81 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-2) Crit. chance: +0.0% (-9.5%) Capacity: 0 (-20) On weapon hit: - 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: - Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +0(+-3) Saw Shell When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 128% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 171] simple healing salve [power 171]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 128% efficiency and 68% cooldown modifier. It can be used to heal 171 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 20] powerful frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +0%(-3%) acid / +0%(-12%) fire Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-3%) acid / +0%(-9%) cold It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Unlightwrecker the voratun pickaxe (dig speed 23 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 4 lightning Changes stats: +3 Str Changes resistances: +0%(-3%) acid / +0%(-12%) fire / +12% nature / +12% darkness Changes resistances penetration: +15% mind / +0%(-10%) cold Changes damage: +0%(-3%) acid / +6% darkness / +0%(-9%) cold / +6% mind / +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 350/400. 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. |
![]() supercharged elm wand of conjuration [power 135] (22/19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +0%(-3%) acid / +0%(-12%) fire Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-3%) acid / +0%(-9%) cold It can be used to fire a magical bolt dealing 138 lightning damage Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Emelulelakira the Orc Gunslinger level 11
18th Retaking 124th year of Ascendancy at 01:22 see stats
By Emelulelakira the Orc Gunslinger level 16
39th Retaking 124th year of Ascendancy at 03:07 see stats
By Emelulelakira the Orc Gunslinger level 22
12nd Revenge 124th year of Ascendancy at 23:13 see stats
By Emelulelakira the Orc Gunslinger level 24
14th Revenge 124th year of Ascendancy at 15:13 see stats
By Emelulelakira the Orc Gunslinger level 30
42nd Revenge 124th year of Ascendancy at 12:26 see stats
By Emelulelakira the Orc Gunslinger level 13
31st Retaking 124th year of Ascendancy at 09:19 see stats
By Emelulelakira the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 06:05 see stats
By Emelulelakira the Orc Gunslinger level 20
44th Retaking 124th year of Ascendancy at 03:53 see stats
By Emelulelakira the Orc Gunslinger level 30
42nd Revenge 124th year of Ascendancy at 03:20 see stats
By Emelulelakira the Orc Gunslinger level 28
29th Revenge 124th year of Ascendancy at 22:04 see stats
By Emelulelakira the Orc Gunslinger level 30
43rd Revenge 124th year of Ascendancy at 18:09 see stats
By Emelulelakira the Orc Gunslinger level 24
14th Revenge 124th year of Ascendancy at 03:34 see stats
Log
You detach good acid groove from your voratun steamgun 'Fogprophet'.
You attach good acid groove to your Titan .
You carry too much--you are encumbered!
Drop some of your items.
Emelulelakira regains their strength.
You are no longer encumbered.
Emelulelakira is no longer inspired.
Emelulelakira recovers sight.
Emelulelakira has recovered!
Talent Vitality is ready to use.
Something hits Emelulelakira for (29 flat reduction), 111 light (111 total damage).
Hymn of Perseverance hits Emelulelakira for (29 flat reduction), 16 darkness (16 total damage).
Emelulelakira is recovering from the damage!
Something hits Emelulelakira for (29 flat reduction), 134 darkness (134 total damage).
Emelulelakira is wasting away.
Xanaegjasdie the shalore's light area effect hits Emelulelakira for (29 flat reduction), 41 light (41 total damage).
Emelulelakira resists the blinding light!
Emelulelakira reloads.
Something hits Emelulelakira for (29 flat reduction), 151 light (151 total damage).
Emelulelakira shrugs off the critical damage!
Hymn of Perseverance hits Emelulelakira for (26 flat reduction), 0 darkness (0 total damage).
Emelulelakira receives 227 healing.
You carry too much--you are encumbered!
Drop some of your items.
Something hits Emelulelakira for (29 flat reduction), 86 light (86 total damage).
Xanaegjasdie the shalore's light area effect hits Emelulelakira for (29 flat reduction), 41 light (41 total damage).
Imdinath the shalore's defensive darkness area effect hits Emelulelakira for (16 flat reduction), 0 darkness (0 total damage).
Imdinath the shalore's light area effect hits Emelulelakira for (29 flat reduction), 28 light (28 total damage).
Saving game...