Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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:
Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Gunslinger |
Level / Exp | 182 / 6% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 2919 (base 100) |
Dexterity | 590 (base 100) |
Constitution | 3139 (base 100) |
Magic | 409 (base 100) |
Willpower | 654 (base 100) |
Cunning | 3460 (base 100) |
Resources
Mana | 7424/7424 |
Psi_feedback | 3/2715 |
Life | 290680/290680 |
Positive | 3308/3308 |
Stamina | 5238/5238 |
Equilibrium | 20 |
Healing Factor | 2.5 |
Regeneration | 5242 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +991% |
Spell | +200% |
Global | +1129% |
Vision
Sight | 14 |
Lite | 22 |
Infravision | 70 |
See Stealth | 540.70048150797 |
See Invisible | 580.70048150797 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 2662 |
Accuracy | 220 |
Crit Chance | 1181% |
APR | 7384 |
Speed | 0.26 |
Offense: Offhand
Damage | 2662 |
Accuracy | 220 |
Crit Chance | 1181% |
APR | 7384 |
Speed | 0.32 |
Offense: Spell
Spellpower | 193 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 352.95 |
Offense: Mind
Mindpower | 400 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +92% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 1118.8011454413 (100%) |
Defense | 252 |
Ranged Defense | 252 |
Fatigue | 0 |
Physical Save | 577 |
Spell Save | 385 |
Mental Save | 469 |
Defense: Resistances
All | +237%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Poison Resistance | 18% |
Blind Resistance | 100% |
Silence Resistance | 32% |
Bleed Resistance | 10% |
Teleport Resistance | 100% |
Disarm 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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 211.6 steam per turn. Can be activated for an instant burst of 1058 steam. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Elusiveness | 100.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Automation | 1.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Avoidance | 1.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Bullets mastery | 50.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Gunslinging | 1.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Chaotic hedgemagic | 100.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Gunner training | 123.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Generic Talents
Cunning / Survival | 1.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Celestial / Light | 1.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Combat training | 1.30 |
| 17/5 |
| 17/5 |
| 14/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Physics | 50.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Wild-gift / Harmony | 1.80 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Chemistry | 50.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Blacksmith | 100.30 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Divination | 20.10 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Steamtech / Engineering | 100.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Spell / Staff combat | 1.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Roll With It |
talent | Automated Cloak Tessellation |
talent | Elemental Harmony |
talent | Premonition |
talent | Embedded Restoration Systems |
beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (11.1 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of squid ink. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
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 | Ravenstrider the pair of voratun boots (426 def, 24 armour) Ravenstrider the pair of voratun boots (426 def, 24 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Defense: +426 (+30 eff.) Fatigue: +4% Changes stats: +74 Str / +116 Mag / +28 Wil / +65 Cun / +134 Con Changes resistances: +30% darkness / +29% temporal Changes resistances penetration: +20% temporal / +30% darkness / +10% mind Changes damage: +18% acid / +8% physical / +20% blight Critical mult.: +5.00% Physical save: +439 (+14 eff.) Spell save: +204 (+10 eff.) Mental save: +365 (+15 eff.) Disease immunity: +100% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +1.30 Mana each turn: +0.60 Mana when firing critical spell: +4.00 Maximum mana: +58.00 Maximum stamina: +38.00 Maximum vim: +30.00 Spellpower: +31 (+3 eff.) Spell crit. chance: +4% Infravision radius: +3 See invisible: +9 Movement speed: +40% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Bethitha the Tempestlord (55/55, 111.5-133.8 power, 58 apr) Bethitha the Tempestlord (55/55, 111.5-133.8 power, 58 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 111.5 - 133.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +58 Crit. chance: +65.0% Capacity: 55 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to corrode armour by 30% * 58% chance to daze at end of turn * 10% chance to knock the target back * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target * splashes the target with acid Travel speed: +800% Damage (Ranged): +15 acid / +50 physical / +20 darkness / +8 lightning / +16 fire / +19 mind Burst (radius 1) on hit: +22 fire Burst (radius 2) on crit: +8 lightning / +20 fire / +4 acid When wielded/worn: Talent granted: +5 Voltaic Shell Shots are used with slings to pummel your foes to death. |
Light source | Barkoozer the dwarven lantern Barkoozer the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +20 (+0 eff.) Defense: +56 (+4 eff.) Fatigue: -12% Damage when hit (Melee): 12 arcane Changes stats: +10 Str / +28 Dex / +125 Wil / +116 Cun / +28 Con Changes resistances: +10% temporal / +10% darkness / +28% blight / +10% cold / +15% nature Changes damage: +30% mind / +12% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +37.00% Reduces incoming crit damage: 15.00% Physical save: +88 (+3 eff.) Spell save: +88 (+4 eff.) Mental save: +208 (+9 eff.) Blindness immunity: +185% Confusion immunity: +107% Life regen: +6.50 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +17 Infravision radius: +22 See stealth: +118 See invisible: +137 Defense after a teleport: +17 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 3810 blight damage or heals 911 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Brandreign (111 def, 148 armour) Brandreign (111 def, 148 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +6 (+0 eff.) Armour: +148 Defense: +111 (+8 eff.) Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 10 physical / 30 mind / 20 fire Changes stats: +70 Str / +93 Dex / +139 Wil / +47 Cun / +51 Con Changes resistances: +12% lightning / +44% darkness / +27% fire / +24% nature / +18% all / +25% acid / +41% blight / +15% cold / +9% mind / +20% light Changes damage: +6% acid / +9% mind Physical save: +509 (+17 eff.) Spell save: +93 (+4 eff.) Mental save: +273 (+12 eff.) Maximum life: +196.00 Infravision radius: +16 Sight radius: +2 See stealth: +20 See invisible: +20 Healing mod.: +56% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 413841.0 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
On hands | Steam Powered Gauntlets (0 def, 35 armour) Steam Powered Gauntlets (0 def, 35 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: +35 Changes stats: +18 Str / +18 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Poluseba (dig speed 2 turns) Poluseba (dig speed 2 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +5 (+0 eff.) Armour: +19 Defense: +32 (+2 eff.) Fatigue: -11% Damage when hit (Melee): 8 arcane / 4 mind Changes stats: +22 Str / +7 Dex / +13 Wil / +26 Cun / +7 Con Changes resistances: +12% physical / +11% nature / +6% arcane Changes damage: +9% acid / +7% mind / +7% fire / +6% nature / +3% arcane Mental save: +22 (+1 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum life: +24.00 Maximum stamina: +18.00 Mindpower: +6 (+0 eff.) Light radius: +1 Infravision radius: +10 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glona the Brandfiend Glona the BrandfiendPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +38 (+3 eff.) Armour penetration: +11 Physical power: +18 (+0 eff.) Defense: +148 (+11 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +33 Str / +65 Dex / +42 Mag / +28 Wil / +199 Cun / +47 Con Changes resistances: +17% acid / +6% temporal / +18% lightning / +9% blight / +18% cold / +9% nature / +49% fire Changes resistances penetration: +10% arcane / +15% fire Changes damage: +14% fire Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Physical save: +51 (+1 eff.) Spell save: +116 (+5 eff.) Mental save: +144 (+6 eff.) Blindness immunity: +27% Poison immunity: +18% Disease immunity: +18% Silence immunity: +32% Confusion immunity: +32% Mana each turn: +0.22 Hate when firing a critical mind attack: +2.00 Maximum stamina: +22.00 Maximum hate: +9.00 Spellpower: +27 (+3 eff.) Mindpower: +17 (+1 eff.) Mental crit. chance: +4% Infravision radius: +5 See stealth: +13 See invisible: +11 Movement speed: +16% Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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. |
On fingers | Burnriver BurnriverPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+3 eff.) Armour penetration: +15 Armour: +52 Defense: +35 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 41 light Damage when hit (Melee): 8 blight Changes stats: +29 Str / +37 Dex / +60 Mag / +52 Wil / +23 Cun Changes resistances penetration: +15% fire Changes damage: +6% blight Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Spell save: +52 (+2 eff.) Mental save: +35 (+2 eff.) Blindness immunity: +44% Disarm immunity: +84% Confusion immunity: +44% Pinning immunity: +88% Knockback immunity: +81% Maximum life: +87.00 Maximum mana: +60.00 Spellpower: +11 (+1 eff.) Mindpower: +13 (+1 eff.) Infravision radius: +6 See stealth: +17 See invisible: +17 It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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 | Glorinor GlorinorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +20 Physical power: +18 (+0 eff.) Armour: +37 Fatigue: -29% Changes stats: +93 Dex / +14 Mag / +70 Wil / +153 Cun / +213 Con Changes resistances: +30% lightning Changes damage: +16% physical / +22% blight / +12% fire / +6% arcane / +6% temporal Talent mastery: +0.40 Cunning / Survival Critical mult.: +40.00% Physical save: +356 (+12 eff.) Spell save: +144 (+7 eff.) Mental save: +241 (+11 eff.) Blindness immunity: +40% Confusion immunity: +50% Stun/Freeze immunity: +50% Life regen: +14.40 Stamina each turn: +3.00 Maximum life: +228.00 Maximum stamina: +40.00 Spellpower: +9 (+1 eff.) Mindpower: +27 (+1 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +14 Movement speed: +20% Combat speed: +10% Amulets can have magical properties. |
In main hand | Hanydas the Sunparry Hanydas the Sunparry Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 125% Firing range: +10 On weapon crit: * project a beam of lightning Travel speed: +1000% Damage (Ranged): +23 nature / +33 fire Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 light Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +2 Physical crit. chance: +15.0% Changes stats: +46 Cun / +9 Str Changes resistances: +3% blight / +3% fire / +10% all Changes resistances penetration: +15% nature / +91% physical / +5% light / +13% fire Changes damage: +37% physical Disease immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Stamina each turn: +0.20 Global speed: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Islyta Islyta |
In off hand | warden's voratun steamgun warden's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon crit: * project a beam of lightning Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +2 Changes stats: +14 Mag Changes resistances penetration: +6% temporal / +7% physical Changes damage: +6% temporal / +7% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | elven-silk cloak 'Abyssdream' (185 def, 107 armour) elven-silk cloak 'Abyssdream' (185 def, 107 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +29 Armour: +107 Defense: +185 (+13 eff.) Changes stats: +37 Str / +88 Dex / +65 Mag / +84 Wil / +144 Cun / +37 Con Changes resistances: +49% light / +50% fire / +20% blight / +21% cold / +19% nature / +64% darkness Changes resistances penetration: +60% darkness Changes damage: +72% darkness / +9% fire / +3% arcane / +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +38.00% Stealth bonus: +102 Physical save: +167 (+5 eff.) Spell save: +102 (+5 eff.) Mental save: +116 (+5 eff.) Life regen: +2.80 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +11% Mental crit. chance: +16% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Splendourking (73 def, 248 armour) Splendourking (73 def, 248 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +248 Defense: +73 (+5 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 10 light / 82 physical Changes stats: +41 Str / +54 Wil / +57 Cun / +16 Con Changes resistances: +20% acid / +19% physical / +38% darkness / +22% blight / +35% cold / +9% fire / +6% light Changes damage: +15% light Allows you to breathe in: water Physical save: +104 (+3 eff.) Mental save: +176 (+8 eff.) Cut immunity: +10% Knockback immunity: +25% Maximum life: +72.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 3.4 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 247 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
Steam Powered Helm (3 def, 12 armour) =Keep= Steam Powered Helm (3 def, 12 armour) =Keep=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 / +5 Con Changes resistances: +10% all 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! |
13 agate 13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1071 alchemist agate 1071 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (9/9) Rod of Recall (9/9)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 41 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 25] simple frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
simple healing salve [power 306] simple healing salve [power 306]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 306, putting Talent Medical Injector on cooldown for 4 turns. Medical salve. |
Transmogrification Chest 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 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. |
12 ametrine 12 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. |
6 citrine 6 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. |
8 zircon 8 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. |
Achievements
By Laceer the Superhuman Gunslinger level 9
74th Pyre 122nd year of Ascendancy at 23:12 see stats
By Laceer the Superhuman Gunslinger level 29
19th Dusk 122nd year of Ascendancy at 05:39 see stats
By Laceer the Superhuman Gunslinger level 10
74th Pyre 122nd year of Ascendancy at 23:30 see stats
By Laceer the Superhuman Gunslinger level 20
1st Mirth 122nd year of Ascendancy at 05:05 see stats
By Laceer the Superhuman Gunslinger level 30
19th Dusk 122nd year of Ascendancy at 05:50 see stats
By Laceer the Superhuman Gunslinger level 40
20th Dusk 122nd year of Ascendancy at 21:03 see stats
By Laceer the Superhuman Gunslinger level 50
21st Dusk 122nd year of Ascendancy at 00:21 see stats
By Laceer the Superhuman Gunslinger level 13
75th Pyre 122nd year of Ascendancy at 07:13 see stats
By Laceer the Superhuman Gunslinger level 23
1st Mirth 122nd year of Ascendancy at 08:18 see stats
By Laceer the Superhuman Gunslinger level 6
74th Pyre 122nd year of Ascendancy at 14:27 see stats
By Laceer the Superhuman Gunslinger level 2
74th Pyre 122nd year of Ascendancy at 12:04 see stats
By Laceer the Superhuman Gunslinger level 11
75th Pyre 122nd year of Ascendancy at 05:24 see stats
By Laceer the Superhuman Gunslinger level 77
43rd Dusk 122nd year of Ascendancy at 08:07 see stats
By Laceer the Superhuman Gunslinger level 4
74th Pyre 122nd year of Ascendancy at 12:18 see stats
By Laceer the Superhuman Gunslinger level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 5.70 gold from the melting of truestriking iron dagger of ruin (9.5-12.35 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.75 gold from the melting of quick steel dagger of projection (10.5-13.65 power, 6 apr).
You collect a new ingredient: lump of iron (1).
You gain 5.82 gold from the melting of quick iron dagger of evisceration (11-14.3 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 6.91 gold from the melting of glacial steel dagger of ruin (11-14.3 power, 6 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 6.71 gold from the melting of glacial dwarven-steel dagger of corruption (16.5-21.45 power, 7 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.88 gold from the melting of balanced voratun dagger of dampening (40-52 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 5.01 gold from the melting of arcing stralite dagger of crippling (27.5-35.75 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 5.43 gold from the melting of truestriking stralite battleaxe (45-67.5 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 25.00 gold from the melting of steel battleaxe 'Sulfurraze' (36-54 power, 2 apr).
You gain 4.40 gold from the melting of copper ring of misery.
You gain 3.95 gold from the melting of steel amulet of the eclipse.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 6.00 gold from the melting of schematic: Alchemist's Helper.
You gain 2.12 gold from the melting of heat beam rune (1397 fire damage).
You gain 4.12 gold from the melting of steam generator implant (steam 14).
Laceer tessellates her cloak!
Laceer deactivates Elemental Harmony.
Laceer deactivates Premonition.
Laceer deactivates Embedded Restoration Systems.
Laceer deactivates her cloak's restoration systems.
Laceer deactivates Roll With It.