















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Gunslinger |
Level / Exp | 13 / 68% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 13 on the 20th Haze 122nd year of Ascendancy at 11:02 / 1 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 37 (base 33) |
Constitution | 15 (base 11) |
Magic | 17 (base 10) |
Willpower | 20 (base 10) |
Cunning | 42 (base 32) |
Resources
Life | -2/254 |
Steam | 14/100 |
Healing Factor | 1.3060311219417 |
Regeneration | 0.32650778048543 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 8 |
See Stealth | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 28 |
Accuracy | 25 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 25 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Fire | +10% |
Light | +4% |
Offense: Damage Penetration
Mind | +5% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 14 (38.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Blight | + 30%( 70%) |
Physical | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Light | + 5%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 25%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 21% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 41% (based on Cunning). Uses 50 power out of 10/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 112% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 15 On-ranged-hit +6 physical +12 light +4 mind On-crit, radius 2 +8 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun offense ------ Critical power +10.00% defense ------ Armor +6 Resistance +3% darkness Physical save +12 (+6 eff.) Healmod +11% Knockbk Resist +10% other ------- Light +3 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +5 (+1 eff.) Damage +3% mind +10% fire Ignore resists +5% mind Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +15% fire other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +1 Fatigue +1% Resistance +5% light +3% lightning Crit Resistance 5.00% other ------- Infravision +3 See Invisibility +3 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. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Con offense ------ Spell Crit +1% Physical Power +7 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) Ignore resists +5% arcane Ignore Shields +30% defense ------ Spell save +11 (+6 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +13.00 Max vim +20.00 Cannot be unequipped or rerolled until level 15. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +7 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +7 (+2 eff.) defense ------ Armor +5 Defense +7 (+2 eff.) Fatigue +7% Resistance +10% blight +12% darkness other ------- Light +1 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +14% mind Confus Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex offense ------ Damage +9% physical defense ------ Armor +6 Mind save +6 (+3 eff.) Confus Resist +21% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +22% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 cold Blunt and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +6% light +6% darkness Mind save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% acid defense ------ Defense +1 (+0 eff.) Resistance +6% nature Life +60.00 Silence Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +11% fire Ignore Armor +1 defense ------ Resistance +16% fire +12% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +2 Cun offense ------ Mind Crit +2% Damage +10% darkness defense ------ Resistance +15% darkness +7% all other ------- Psi when Hit +0.04 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +16% temporal defense ------ Resistance +9% all +16% temporal Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) Damage +8% acid +7% physical +7% cold +7% mind +7% fire Ignore resists +7% mind defense ------ Resistance +11% acid +10% physical +11% fire +11% cold +9% all other ------- Psi/turn +0.39 Max psi +12.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +10% darkness defense ------ Resistance +15% darkness +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +25 (+8 eff.) Resistance +3% cold +6% fire Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +5% arcane Life Regen +2.00 other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +2 Wil +2 Cun offense ------ Damage +3% cold defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% cold Crit Resistance 5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +9% light +3% mind Physical save +3 (+1 eff.) other ------- Max hate +2.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Accuracy +10 (+5 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +1% physical +11% light +11% darkness A hat made of leather. Very stylish. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +20% light defense ------ Resistance +9% lightning Life +45.00 other ------- Light +4 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Con offense ------ Damage +3% cold defense ------ Mind save +6 (+3 eff.) Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 See Stealth +6 See Invisibility +6 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 2/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Derek the Shalore Gunslinger level 10
5th Flare 122nd year of Ascendancy at 08:26 see stats
By Derek the Shalore Gunslinger level 13
11st Dusk 122nd year of Ascendancy at 04:32 see stats
Log
Derek is poisoned!
Gunsnake performs a melee critical strike against Derek!
Gunsnake misses Derek.
Derek's Shoot misses Gunsnake.
Derek's Shoot misses Gunsnake.
Gunsnake hits Derek for (11 flat reduction), 24 physical, (11 flat reduction), 16 physical, (11 flat reduction), 14 physical, (11 flat reduction), 18 physical, (11 flat reduction), 28 physical (101 total damage).
Melee retaliation hits Gunsnake for (18 flat reduction), 15 fire, (18 flat reduction), 15 fire, (18 flat reduction), 15 fire, (18 flat reduction), 15 fire, (18 flat reduction), 15 fire (75 total damage).
Derek drains life from White worm mass!
Derek drains life from White worm mass!
Derek drains life from Gunsnake!
Derek receives 3 healing from White worm mass.
Derek receives 3 healing from White worm mass.
Derek hits White worm mass for 22 fire damage.
Derek hits White worm mass for 22 fire damage.
Derek hits Gunsnake for (18 flat reduction), 4 fire (4 total damage).
Deadly Poison from Gunsnake hits Derek for (11 flat reduction), 3 nature (3 total damage).
Poison from Giant venus flytrap hits Derek for (11 flat reduction), 4 nature (4 total damage).
White worm mass misses Derek.
Derek strafes with his steamguns!
Derek's Strafe misses Gunsnake.
Derek's Strafe misses Gunsnake.
Derek drains life from Gunsnake!
Derek hits Gunsnake for (18 flat reduction), 4 fire (4 total damage).
Derek slows down.
Derek stops being poisoned.
Deadly Poison from Gunsnake hits Derek for (11 flat reduction), 3 nature (3 total damage).
Derek the level 13 shalore gunslinger was treehugged to death by Gunsnake on level 2 of Norgos Lair.
Derek deactivates his cloak's restoration systems.
Derek reloads.