















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Skeleton |
| Class | Gunslinger |
| Level / Exp | 50 / 2022% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 123 (base 34) |
| Dexterity | 146 (base 66) |
| Constitution | 88 (base 60) |
| Magic | 52 (base 12) |
| Willpower | 54 (base 9) |
| Cunning | 106 (base 64) |
Resources
| Life | 1670/1670 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.825488372093 |
| Regeneration | 23.092427906976 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 22 |
| Infravision | 4 |
| See Stealth | 77.046688296311 |
| See Invisible | 66.046688296311 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 81 |
| Crit Chance | 92% |
| APR | 68 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 142 |
| Accuracy | 81 |
| Crit Chance | 92% |
| APR | 68 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +33% |
| Darkness | +21% |
| Light | +35% |
| Mind | +30% |
| Blight | +24% |
| Physical | +73% |
| Fire | +30% |
| All | +15% |
Offense: Damage Penetration
| Temporal | +40% |
| Blight | +25% |
| Physical | +77% |
| Nature | +40% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 101.25616487511 (87.964601769911%) |
| Defense | 63 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 74 |
| Spell Save | 25 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 70%( 70%) |
| All | + 42%( 70%) |
| Darkness | + 57%( 70%) |
| Light | + 59%( 70%) |
| Physical | + 64%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 55% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 22.0 steam per turn. Can be activated for an instant burst of 109 steam. Its effects scale with your Dexterity 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 223% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity 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 206% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Undead / Skeleton | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| talent | Evasive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by Velevena the polar bear. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 296. | 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. | 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Shoes of Slowly Moving Quickly (0 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +15 (+3 eff.) Pinning immunity: +600% Knockback immunity: +125% Teleport immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 4 Travel Speed: 400% of base Is: a nature gift and a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 70.91 lightning damage. When it reaches its target, it explodes in a radius of 3 for 128.96 lightning damage and 194.00 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 4 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Quiver | plaguebringer's pouch of voratun shots of annihilation (21/21, 63.5-76.2 power, 14 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +19.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Travel speed: +200% Damage (Melee): +14 blight Damage (Ranged): +14 blight When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Fener Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes resistances: +6% light / +12% darkness Changes resistances penetration: +10% blight / +15% all Changes damage: +6% darkness / +20% light Mental save: +12 (+3 eff.) Blindness immunity: +50% Confusion immunity: +30% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +22 See stealth: +33 See invisible: +22 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 48 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent 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 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+4 eff.) Blindness immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent 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 Talent granted: +5 Hand Cannon Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Kazma (dig speed 5 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -10% Changes stats: +18 Str / +10 Wil Changes resistances: +1% physical / +3% mind / +6% fire Changes damage: +15% mind / +15% fire Spell save: +20 (+10 eff.) Mental save: +15 (+4 eff.) Disease immunity: +10% Disarm immunity: +5% Maximum life: +40.00 Maximum stamina: +28.00 Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cyrodawe the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str / +8 Dex Changes resistances: +2% physical Stun/Freeze immunity: +50% Life regen: +4.80 Only die when reaching: -80.00 life Healing mod.: +15% Rings can have magical properties. |
| On fingers | stralite ring 'Aeriruigrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Changes stats: +4 Wil Changes resistances penetration: +25% physical Changes damage: +21% physical Physical save: +30 (+7 eff.) Stamina each turn: +1.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spell crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | KolyePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -18% Changes stats: +10 Dex / +10 Mag / +8 Cun / +9 Con Changes resistances penetration: +15% physical Changes damage: +9% blight / +10% physical Physical save: +35 (+8 eff.) Life regen: +5.90 Stamina each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +11 Hate when firing a critical mind attack: +3.00 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Droyadugen 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: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Burst (radius 1) on hit: +90 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -10% Changes stats: +3 Con / +4 Mag Changes resistances penetration: +22% physical Changes damage: +21% physical Critical mult.: +15.00% Physical save: +15 (+3 eff.) Life regen: +0.60 Infravision radius: +4 Healing mod.: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Cinderwinnow Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +2.0% Armour: +7 Defense: +10 (+2 eff.) Changes stats: +11 Wil Changes resistances: +31% fire / +5% arcane / +30% cold Changes damage: +6% physical Physical save: +6 (+1 eff.) Mental save: +23 (+6 eff.) Maximum life: +179.00 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | throat-seeking voratun steamgun of nature Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +60 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +25% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pelerin (21 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour: +13 Defense: +21 (+5 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Str / +6 Dex / +4 Con Changes resistances: +30% lightning / +2% physical / +25% light / +30% cold / +24% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +6.00% Stealth bonus: +13 Spell save: -28 (-23 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -20.00 life Maximum life: +106.00 Maximum stamina: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Wretchobsidian the stralite plate armour (7 def, 31 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +20 (+4 eff.) Armour: +31 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% Changes stats: +15 Str / +7 Mag / +7 Wil Changes resistances: +10% acid / +18% physical / +14% darkness / +9% cold / +24% lightning / +12% fire Changes resistances penetration: +25% temporal Changes damage: +18% nature Reduces incoming crit damage: 35.00% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +7% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 179% / cooldown 52%)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 179% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.2 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 20)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (366.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 420.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
kolyePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 4 mind Changes stats: +19 Lck / +6 Mag Changes resistances: +39% mind / +6% nature Changes resistances penetration: +10% arcane / +20% mind Changes damage: +8% acid / +8% lightning / +9% mind / +8% fire / +3% arcane / +8% cold Talent masteries: +0.39 Steamtech / Blacksmith +0.39 Cunning / Survival Confusion immunity: +40% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
steel amulet 'Brenonarirand'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +9 Con Changes resistances: +5% physical Grants telepathy: Demon/Minor Demon/Major Life regen: +0.30 Stamina each turn: +1.00 Maximum life: +20.00 Movement speed: +10% Healing mod.: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Adegawyn the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% acid / +28% darkness / +12% nature Changes damage: +14% darkness Mental save: +6 (+1 eff.) Poison immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
FulagornPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +12 Wil / +6 Cun Changes resistances: +1% physical / +9% mind / +6% light Spell save: +3 (+1 eff.) Mental save: +11 (+3 eff.) Confusion immunity: +42% Teleport immunity: +15% Spellpower: +11 (+2 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nimbusfist the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 light / 8 lightning Changes resistances penetration: +29% lightning Changes damage: +6% lightning Maximum encumbrance: +40 Life regen: +3.40 Maximum life: +195.00 Spell crit. chance: +4% Healing mod.: +57% Rings can have magical properties. |
Olitar the TempestumbraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to daze at end of turn Changes resistances: +15% lightning / +28% fire Changes damage: +12% light / +14% fire Light radius: +3 Rings can have magical properties. |
UlachikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +5% arcane Changes resistances penetration: +25% mind Changes damage: +3% acid Grants telepathy: All Mindpower: +2 (+1 eff.) Rings can have magical properties. |
YĂŒzĂŒkPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Changes resistances: +30% acid / +3% temporal / +30% cold / +30% fire / +38% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental save: +14 (+3 eff.) Blindness immunity: +35% Confusion immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +6 See stealth: +18 See invisible: +29 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
gold ring 'Erogrim'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +8 Dex / +7 Wil Changes resistances: +5% arcane / +12% darkness Physical save: +6 (+1 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -60.00 life Rings can have magical properties. |
marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
rogue's copper ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +1.40 Maximum life: +53.00 Healing mod.: +11% Rings can have magical properties. |
sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +15 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
stralite ring 'Eremigarain'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +18% blight Reduces incoming crit damage: 15.00% Blindness immunity: +35% Cut immunity: +20% Disarm immunity: +44% Pinning immunity: +44% Stun/Freeze immunity: +35% Knockback immunity: +38% Maximum life: +35.00 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff 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: +2.5% procs dam / acc 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 (+8 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, costing 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." |
Glorolaith the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +10 fire Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +16% physical Changes damage: +14% physical / +12% fire Poison immunity: +5% Damage Shield penetration: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Layoda the voratun steamgunRequires: - 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: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +11 cold Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Armour: +17 Changes resistances: +12% lightning / +9% temporal Changes resistances penetration: +11% cold Physical save: +18 (+4 eff.) Poison immunity: +10% Stun/Freeze immunity: +25% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Runylen the ObsidiansquallRequires: - 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: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% light / +3% darkness / +9% fire / +5% arcane / +6% nature Changes resistances penetration: +20% physical Changes damage: +6% darkness / +20% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
The ShotgonneRequires: - Strength 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 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: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Xereba the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 17 arcane resource burn Changes stats: +3 Dex / +7 Wil / +6 Cun Changes resistances: +9% cold / +6% nature / +5% arcane Changes resistances penetration: +22% physical Changes damage: +18% acid / +15% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Adobreyada'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +0.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes resistances: +9% cold Changes resistances penetration: +20% physical Changes damage: +20% physical Physical save: +12 (+3 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +15% Disarm immunity: +20% Knockback immunity: +30% Stamina each turn: +0.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Pitchquake'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * 20% chance to inflict 15% damage reduction Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 14 manaburn arcane Changes stats: +5 Dex / +4 Wil / +3 Con Changes resistances penetration: +10% darkness / +10% acid Changes damage: +18% acid / +3% darkness Talent masteries: +0.10 Wild-gift / Fungus +0.20 Wild-gift / Antimagic Mindpower: +11 (+4 eff.) It can be used to regenerate 172 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous voratun steamgun of natureRequires: - 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: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +0.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +29 nature / +17 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +8% all Changes resistances penetration: +13% nature / +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brodygar the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +0 (+0 eff.) Changes stats: +5 Str / +3 Dex / +4 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+2 eff.) Mental save: +42 (+10 eff.) Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Light radius: +1 Size category: +1 Slows Projectiles: +0% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Slows Projectiles: +0% A belt rumoured to have been worn by the Conclave healers. |
MayimaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Changes stats: +6 Dex / +10 Mag / +2 Wil / +6 Cun / +10 Lck Changes resistances: +6% blight / +12% light / +15% darkness Changes damage: +6% blight / +15% acid Trap disarming bonus: +19 Stealth bonus: +15 Physical save: +15 (+3 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +50.00 Mindpower: +9 (+3 eff.) Infravision radius: +6 Slows Projectiles: +0% A belt that goes around your waist. |
Ce'Nukira (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +0% lightning / +9% temporal / +6% mind / +3% light Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Stealth bonus: +15 Physical save: +12 (+3 eff.) Confusion immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +0% Maximum life: +163.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent 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 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
undeterred pair of drakeskin leather boots of strife (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Physical save: +0 (+0 eff.) Silence immunity: +50% Confusion immunity: +50% Pinning immunity: +0% Stun/Freeze immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Mindpower: +8 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 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 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Cuthydunaledin the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +3% physical / +9% fire Physical save: +18 (+4 eff.) Blindness immunity: +10% Poison immunity: +10% Disease immunity: +10% Disarm immunity: +0% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
steady voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Damage (Melee): 19 arcane Changes stats: +9 Mag / +10 Wil Changes resistances: +10% arcane Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 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 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% 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. |
42 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Emeleta (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +6% acid / +7% physical / +12% light / +9% fire / +12% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Olurek' (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +1% physical Changes resistances penetration: +15% physical Critical mult.: +12.00% Physical save: +7 (+1 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+2 eff.) Maximum life: +61.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
GevenaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Cun / +7 Con Changes damage: +0% light Mental save: +30 (+7 eff.) Light radius: -8 Infravision radius: +5 See stealth: +0 See invisible: +12 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. |
brass lantern 'Polora'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun Changes resistances: +3% nature / +3% temporal Changes resistances penetration: +10% mind Hate when firing a critical mind attack: +4.00 Maximum life: +41.00 Maximum psi: +10.00 Light radius: +2 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. |
fenerPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 35% * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +15% light / +6% nature Changes resistances penetration: +15% acid / +5% nature Changes damage: +3% acid / +15% darkness / +0% light Damage affinity(heal): +5% darkness Physical save: +14 (+3 eff.) Spell save: +20 (+10 eff.) Mental save: +35 (+9 eff.) Light radius: +9 Infravision radius: +5 See stealth: +25 See invisible: +18 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 92.68 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Atamathon's Lost Ruby Eye0.00 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. |
3 bloodstone0.00 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. |
2 fire opal0.00 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 525.20 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 542.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 52] amazing fiery salve [power 52]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (52% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 52] amazing frost salve [power 52]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (52% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 749] amazing healing salve [power 749]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 71% cooldown modifier. It can be used to heal 749, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 655] amazing pain suppressor salve [power 655]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -655 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 52] amazing water salve [power 52]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (52% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 562] great pain suppressor salve [power 562]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -562 life and reduces all damage by 24% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 541] powerful healing salve [power 541]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 223% efficiency and 71% cooldown modifier. It can be used to heal 541, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 39] powerful water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 223% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (39% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Healblow the pouch of stralite shots (19/19, 43-51.6 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Turns elapse between self-loadings: 2 On weapon hit: * Slows global speed by 42% * 40% chance to corrode armour by 30% Damage (Ranged): +28 acid Burst (radius 1) on hit: +16 nature / +24 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Noonblur the pouch of stralite shots (18/18, 44-52.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 42% chance to blind Damage (Ranged): +42 light Burst (radius 1) on hit: +28 light Burst (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
Porida (23/23, 53-63.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +18.0% Capacity: 23 Turns elapse between self-loadings: 6 On weapon hit: * 23% chance to cause random gloom * 42% chance to corrode armour by 30% * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +4 acid / +20 gravity / +31 mind Burst (radius 2) on crit: +4 acid When wielded/worn: Shots are used with slings to pummel your foes to death. |
Poxsmash (24/24, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * Slows global speed by 40% * 54% chance to blind Damage (Ranged): +20 temporal / +59 nature Burst (radius 1) on hit: +28 light Burst (radius 2) on crit: +16 nature / +16 light When wielded/worn: Shots are used with slings to pummel your foes to death. |
Tefast the Strikepanic (22/22, 55-66 power, 11 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +11 Crit. chance: +9.0% Capacity: 22 On weapon hit: * 40% chance to daze at end of turn * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +23 lightning / +45 physical Burst (radius 2) on crit: +15 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
Toxinknave the pouch of voratun shots (22/22, 56.5-67.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 41% * 25% chance for lightning to arc to a second target Damage (Ranged): +20 lightning / +24 temporal Burst (radius 1) on hit: +4 nature / +8 temporal Burst (radius 2) on crit: +28 nature / +12 temporal Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Dazzlesweeper' (22/22, 59-70.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 59.0 - 70.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 40% chance to blind On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Travel speed: +200% Damage (Ranged): +17 bleed Burst (radius 1) on hit: +12 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! |
steel gripPowered 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 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made solid shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +3 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
well-made voltaic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
Galadelar [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Maximum wards: +2 acid / +3 nature / +3 light Changes resistances penetration: +15% physical Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws Maximum life: +40.00 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Emelokira' [power 145] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +1 Str / +4 Dex Maximum wards: +3 acid / +3 nature / +1 light Changes damage: +9% arcane Talent granted: +1 Ward It can be used to heal a target within range 8 (based on Willpower) for 145, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and DeathInfused 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. |
17 diamond0.00 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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.00 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Changes resistances: +10% blight 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. It was hardened by the digestive sack. |
2 amber0.00 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Aderarin the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to blind Damage (Melee): 47 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 45 light Changes stats: +8 Cun / +14 Wil Changes resistances: +9% blight / +3% fire / +9% light / +6% lightning Mental save: +28 (+7 eff.) Confusion immunity: +42% Pinning immunity: +20% Life regen: +0.20 Mindpower: +15 (+5 eff.) Rings can have magical properties. |
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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Brodudor the Skeleton Gunslinger level 34
9th Decay 122nd year of Ascendancy at 17:44 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brodudor the Skeleton Gunslinger level 49
10th Flare 123rd year of Ascendancy at 01:58 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Brodudor the Skeleton Gunslinger level 32
77th Haze 122nd year of Ascendancy at 01:10 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Brodudor the Skeleton Gunslinger level 50
45th Dusk 123rd year of Ascendancy at 15:03 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Brodudor the Skeleton Gunslinger level 40
79th Regrowth 123rd year of Ascendancy at 22:55 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Brodudor the Skeleton Gunslinger level 43
48th Pyre 123rd year of Ascendancy at 00:50 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Brodudor the Skeleton Gunslinger level 39
75th Regrowth 123rd year of Ascendancy at 01:37 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Brodudor the Skeleton Gunslinger level 50
40th Haze 123rd year of Ascendancy at 22:45 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brodudor the Skeleton Gunslinger level 10
6th Flare 122nd year of Ascendancy at 22:48 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Brodudor the Skeleton Gunslinger level 38
71st Regrowth 123rd year of Ascendancy at 05:15 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Brodudor the Skeleton Gunslinger level 29
67th Haze 122nd year of Ascendancy at 19:47 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Brodudor the Skeleton Gunslinger level 50
42nd Haze 123rd year of Ascendancy at 07:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Brodudor the Skeleton Gunslinger level 20
36th Haze 122nd year of Ascendancy at 20:01 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brodudor the Skeleton Gunslinger level 35
8th Regrowth 123rd year of Ascendancy at 01:24 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Brodudor the Skeleton Gunslinger level 50
17th Haze 123rd year of Ascendancy at 00:25 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Brodudor the Skeleton Gunslinger level 50
74th Dusk 123rd year of Ascendancy at 02:55 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brodudor the Skeleton Gunslinger level 25
51st Haze 122nd year of Ascendancy at 04:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Brodudor the Skeleton Gunslinger level 10
1st Flare 122nd year of Ascendancy at 04:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Brodudor the Skeleton Gunslinger level 20
34th Haze 122nd year of Ascendancy at 23:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Brodudor the Skeleton Gunslinger level 30
69th Haze 122nd year of Ascendancy at 02:20 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Brodudor the Skeleton Gunslinger level 40
79th Regrowth 123rd year of Ascendancy at 11:57 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Brodudor the Skeleton Gunslinger level 50
20th Dusk 123rd year of Ascendancy at 11:38 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Brodudor the Skeleton Gunslinger level 50
37th Dusk 123rd year of Ascendancy at 01:59 see stats
Portal ender (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed three invocation portals.By Brodudor the Skeleton Gunslinger level 50
42nd Haze 123rd year of Ascendancy at 07:33 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Brodudor the Skeleton Gunslinger level 46
2nd Summertide 123rd year of Ascendancy at 00:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brodudor the Skeleton Gunslinger level 18
71st Dusk 122nd year of Ascendancy at 00:20 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Brodudor the Skeleton Gunslinger level 34
2nd Decay 122nd year of Ascendancy at 07:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Brodudor the Skeleton Gunslinger level 31
73rd Haze 122nd year of Ascendancy at 19:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Brodudor the Skeleton Gunslinger level 29
68th Haze 122nd year of Ascendancy at 18:02 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Brodudor the Skeleton Gunslinger level 38
71st Regrowth 123rd year of Ascendancy at 11:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Brodudor the Skeleton Gunslinger level 12
21st Dusk 122nd year of Ascendancy at 18:58 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Brodudor the Skeleton Gunslinger level 50
21st Dusk 123rd year of Ascendancy at 09:45 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Brodudor the Skeleton Gunslinger level 34
2nd Wintertide 123rd year of Ascendancy at 19:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Brodudor the Skeleton Gunslinger level 14
33rd Dusk 122nd year of Ascendancy at 18:52 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Brodudor the Skeleton Gunslinger level 28
60th Haze 122nd year of Ascendancy at 15:27 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Brodudor the Skeleton Gunslinger level 40
19th Pyre 123rd year of Ascendancy at 01:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Brodudor the Skeleton Gunslinger level 20
36th Haze 122nd year of Ascendancy at 03:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brodudor the Skeleton Gunslinger level 14
28th Dusk 122nd year of Ascendancy at 14:03 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brodudor the Skeleton Gunslinger level 32
75th Haze 122nd year of Ascendancy at 23:34 see stats
Log
Brodudor tessellates his cloak!
Brodudor deactivates Agile Gunner.
Brodudor deactivates Evasive Shots.
Brodudor deactivates Embedded Restoration Systems.
Brodudor deactivates his cloak's restoration systems.











































































































































