


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 1410% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nybeth the troll captain at level 18 on the 36th Retaking 124th year of Ascendancy at 08:51 0 / 8Killed by Isumira the whitehoof maulotaur at level 32 on the 21st Revenge 124th year of Ascendancy at 07:57 Killed by Isyriann the mecharachnid flame thrower at level 44 on the 40th Pain 124th year of Ascendancy at 20:26 Killed by Nektosh the One-Horned at level 47 on the 5th Dearth 124th year of Ascendancy at 13:45 Killed by Lisomirin the saw horror at level 50 on the 36th Dearth 124th year of Ascendancy at 00:07 Killed by Goriarin the ravaging entropic rip at level 50 on the 36th Dearth 124th year of Ascendancy at 07:01 Killed by Sher'Tul High Priest at level 50 on the 37th Dearth 124th year of Ascendancy at 04:26 Killed by Sher'Tul High Priest at level 50 on the 37th Dearth 124th year of Ascendancy at 06:14 |
Primary Stats
| Strength | 74 (base 25) |
| Dexterity | 99 (base 60) |
| Constitution | 98 (base 60) |
| Magic | 25 (base 10) |
| Willpower | 50 (base 14) |
| Cunning | 112 (base 60) |
Resources
| Life | -56/1493 |
| Stamina | 261/347 |
| Steam | 100/100 |
| Healing Factor | 1.6044519899508 |
| Regeneration | 9.0597573596895 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 12 |
| Infravision | 14 |
| See Stealth | 35 |
| See Invisible | 25 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 73 |
| Crit Chance | 61% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 73 |
| Crit Chance | 61% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Acid | +49% |
| Light | +57% |
| Temporal | +28% |
| Nature | +35% |
| Physical | +45% |
| Fire | +38% |
| All | +18% |
Offense: Damage Penetration
| Darkness | +25% |
| Nature | +40% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 35 (76.987013568881%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 46 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 27%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 35%( 80%) |
| Physical | + 27%( 70%) |
| Mind | + 39%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Confusion Resistance | 40% |
| Knockback Resistance | 25% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 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 16.3 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 241% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.40 |
| 2/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Physical save +15 (+4 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Xeryra the pouch of voratun shots (18/18, 60-72 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 60.0 - 72.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +6 Critical Rate +20.0% Capacity 18 Projectile Speed +200% On-hit +33 physical On-ranged-hit +33 physical On Hit: * 20% chance to slow global speed by 69% * 20% chance to knock the target back 3 spaces and deal 275 physical damage On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. This object's appearance was changed to Iron Throne Couture: Shotbag. |
| Light source | piercing alchemist's lamp of health 1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: offense ------ Damage +20% light Ignore resists +8% all Ignore Armor +9 defense ------ Life +50.00 other ------- Light +10 See Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Brass Goggles (10 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +12 Sight +4 See Stealth +25 See Invis +25 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Blind-Fight: No penalty when attacking invisible/stealthed No self respecting craftsman would be caught without them! This object's appearance was changed to Invisible. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Hand Cannon Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | dwarven-steel pickaxe 'Blazebrace' (dig speed 29 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Cun +2 Con offense ------ Physical Power +30 (+6 eff.) Damage +5% nature defense ------ Resistance +10% nature Physical save +12 (+3 eff.) other ------- Light +3 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gligalaith the Jettooth0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 25 physical On-Ranged-Hit 20 physical Damage +31% acid +9% light +12% darkness Ignore resists +10% darkness On-Hit (Melee): * 16% chance to reduce all saves and defense by 40 * 20% chance to reduce damage dealt by 32% On-Hit (Ranged): * 16% chance to reduce all saves and defense by 40 defense ------ Resistance +62% acid +6% light +9% lightning other ------- Hate-on-crit +2.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | gunslinger's voratun steamgun of recursion 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 On Hit: * flashes light on your target dealing 174 damage Uses 2.0 Steam While equipped: offense ------ Critical power +15.00% Steampower +10 (+2 eff.) Damage +11% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | skylord's drakeskin leather belt of the vagrant 1.0 Encumbrance T5 belt armor [Ego++] Nature While equipped: Stats +5 Str +6 Dex +5 Wil +5 Cun +6 Con offense ------ Mindpower +8 (+2 eff.) defense ------ Defense +10 (+2 eff.) Physical save +16 (+4 eff.) Spell save +13 (+4 eff.) Mind save +31 (+9 eff.) Slow Projectiles +25% A belt that goes around your waist. |
| In off hand | gunslinger's voratun steamgun of enduring 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * flashes light on your target dealing 171 damage Uses 2.0 Steam While equipped: Stats +9 Con +8 Wil offense ------ Critical power +15.00% Steampower +10 (+2 eff.) Damage +16% physical defense ------ Life +58.00 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Threads of Fate (10 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +30% lightning +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+7 eff.) Mind save +20 (+6 eff.) Confus Resist +40% Stun Resist +50% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.8 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. This object's appearance was changed to spellcowled kruk cloak. |
| Main armor | drakeskin leather armour 'Moldripper' (20 def, 8 armour) 9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con offense ------ Damage +12% nature Ignore resists +25% nature When Hit 11 nature defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +24% lightning +21% light +12% blight +6% arcane +21% acid Spell save +21 (+7 eff.) A suit of armour made of leather. This object's appearance was changed to Medical Urgency Vest. |
Inventory
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invis +6 Rings make your fingers look great! |
Zikan the Earthbone0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +6% nature Accuracy +12 (+3 eff.) defense ------ Resistance +12% acid +6% temporal +18% fire +5% arcane +12% cold Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +20.00 Disarm Resist +20% Pinning Resist +25% Knockbk Resist +20% Rings make your fingers look great! |
Chidrarek0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Armor +6 Resistance +5% arcane +6% lightning Mind save +10 (+4 eff.) Unlife -80.00 life Life +76.00 Life Regen +21.00 Healmod +14% Confus Resist +40% Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Ramroller (56-84 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 56.0 - 84.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: offense ------ Move Speed +10% defense ------ Armor +19 Defense +14 (+3 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Blood-Edge (46-64 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+5 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (48-67 power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+5 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
voratun mace 'Snowrot' (58-82 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Master Weapon Damage 58.5 - 81.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +33% cold When Hit 13 blight 6 cold On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 28 defense ------ Resistance +24% blight +24% cold Crit Resistance 19.84% Blunt and deadly. |
crackling voratun steamsaw of the stars (42-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex +11 Mag +9 Cun offense ------ Damage +18% light +20% darkness When Hit 31 lightning defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +20% lightning +18% light +19% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Annihilator4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam While equipped: Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Payload6.0 Encumbrance T5 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Crit: * Boom. Uses 2.0 Steam While equipped: "I never really liked that village anyway." - Charlta, Mad Inventor |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
steady voratun steamgun of piercing4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +4.0% Ignore resists +14% all Accuracy +38 (+9 eff.) Ignore Armor +13 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of steel shots of disruption (19/19, 26-32 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Disrupt/Master Weapon Damage 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 19 Damage Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Coalspire' (18/18, 20-25 power, 6 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +6 Critical Rate +4.5% Capacity 18 Projectile Speed +400% On Hit: * 10% chance to reduce damage dealt by 32% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 219 physical damage While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots (20/20, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +17 darkness Damage Against +12% Living Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 35-42 power, 8 apr)3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +7 Mag +7 Wil +7 Cun +0 Con offense ------ Spell Crit +12% Spellpower +35 (+8 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Ce'Notira the Hailwake (21 def, 16 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +0 Str +9 Dex +0 Mag +3 Wil +12 Cun +0 Con offense ------ Damage +6% cold defense ------ Armor +16 Defense +21 (+5 eff.) Fatigue +8% Resistance +18% acid +21% fire +9% light Mind save +15 (+5 eff.) A suit of armour made of leather. |
rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% other ------- Encumbrance +25 A belt that goes around your waist. |
nightruned hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Arcane/Nature While equipped: defense ------ Resistance +7% light +7% darkness Life Regen +1.30 Healmod +13% A belt that goes around your waist. |
Glacierglamour the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +11 (+3 eff.) Damage +15% acid +12% cold +33% temporal Ignore resists +25% acid +25% cold +33% temporal When Hit 12 acid On-Hit (Melee): * 26% chance to slow global speed by 69% * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% cold Physical save +12 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt of valiance1.0 Encumbrance T5 belt armor [Ego+] Psionic While equipped: Stats +3 Wil defense ------ Mind save +14 (+5 eff.) Life +76.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Hettyrath the cashmere cloak (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Accuracy +30 (+8 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Physical save +10 (+3 eff.) Mind save +7 (+3 eff.) Unlife -130.00 life other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Pressurizer. |
Mesin (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Cun +2 Con offense ------ Accuracy +6 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +15% acid +6% darkness +12% blight +12% cold +13% nature +0% lightning Life Regen +1.00 Healmod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starwell the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +2 Con offense ------ Damage +3% blight When Hit 2 arcane 2 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 defense ------ Defense +2 (+1 eff.) Resistance +3% blight +12% light +0% lightning Physical save +11 (+3 eff.) Mind save +10 (+4 eff.) Unlife -50.00 life other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Pressurizer. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +0% lightning Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 302 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. This object's appearance was changed to Pressurizer. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Stokeburst the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% nature +6% fire Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 69% defense ------ Armor +3 Fatigue -6% Resistance +18% fire Physical save +8 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. This object's appearance was changed to Boots of the Hunter. |
undeterred pair of voratun boots of spellbinding (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Armor +5 Fatigue +4% Silence Resist +35% Confus Resist +28% Stun Resist +36% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Boots of the Hunter. |
steady hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 35 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 104 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Dazzlebreeze (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +6 Dex offense ------ Physical Crit +20.0% Spell Crit +18% Mind Crit +15% Critical power +22.00% Accuracy +8 (+2 eff.) Ignore Armor +7 When Hit 2 light defense ------ Armor +3 Fatigue +5% Life Regen +9.00 other ------- Stamina/turn +1.90 Max stamina +22.00 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Invisible. |
brawler's voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +5 Str +4 Dex +5 Cun defense ------ Armor +3 Fatigue +5% Physical save +10 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: Stats +0 Cun defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A hat made of leather. Very stylish. |
hardened leather hat of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. This object's appearance was changed to rough leather hat. |
drakeskin leather hat 'Gloomviper' (10 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Dex +2 Mag +8 Cun +5 Con offense ------ Damage +9% darkness Ignore resists +10% darkness Accuracy +10 (+3 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +5% Resistance +12% nature Spell save +8 (+3 eff.) Life +91.00 Healmod +20% A hat made of leather. Very stylish. This object's appearance was changed to Invisible. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-4 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Frigidknight (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Wil offense ------ Damage +6% cold Ignore resists +10% cold When Hit 4 darkness defense ------ Armor +7 Fatigue +3% other ------- Infravision +3 See Invis +15 A hat made of leather. Very stylish. This object's appearance was changed to Invisible. |
Radhandil the Woereign (7 def, 22 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Crit +8.0% Physical Power +40 (+8 eff.) Damage +18% physical Ignore resists +15% darkness +30% physical defense ------ Armor +22 Defense +7 (+2 eff.) Fatigue +5% Resistance +7% all Physical save +37 (+10 eff.) other ------- Stamina/turn +3.97 A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
29 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
564 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: offense ------ Damage +0% light defense ------ Physical save +6 (+2 eff.) Life +40.00 Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Sootbone'1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Physical Crit +8.0% Critical power +26.46% Physical Power +40 (+8 eff.) Damage +24% arcane +12% darkness Ignore resists +15% all Ignore Armor +20 defense ------ Resistance +7% arcane +15% acid other ------- Stamina/turn +3.97 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect thunder grenade0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +8 Sight +2 See Stealth +20 See Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft explosive shell0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect flare shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect hook shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect saw shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect solid shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 25] amazing fiery salve [power 25]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 361] amazing healing salve [power 361]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 361 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 316] amazing pain suppressor salve [power 316]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -316 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 25] amazing water salve [power 25]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
dwarven-steel pickaxe 'Morningrazor' (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil offense ------ Mind Crit +3% Critical power +10.00% Damage +6% mind defense ------ Resistance +9% light Mind save +12 (+4 eff.) Life +29.00 other ------- Max stamina +18.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Mech)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Gruul the Orc Gunslinger level 47
7th Dearth 124th year of Ascendancy at 21:00 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gruul the Orc Gunslinger level 15
27th Retaking 124th year of Ascendancy at 18:22 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Gruul the Orc Gunslinger level 35
13rd Pain 124th year of Ascendancy at 10:42 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gruul the Orc Gunslinger level 38
35th Pain 124th year of Ascendancy at 22:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Gruul the Orc Gunslinger level 50
26th Dearth 124th year of Ascendancy at 04:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gruul the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 12:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gruul the Orc Gunslinger level 20
40th Retaking 124th year of Ascendancy at 07:10 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Gruul the Orc Gunslinger level 30
44th Retaking 124th year of Ascendancy at 03:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Gruul the Orc Gunslinger level 40
36th Pain 124th year of Ascendancy at 22:40 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Gruul the Orc Gunslinger level 50
11st Dearth 124th year of Ascendancy at 21:41 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Gruul the Orc Gunslinger level 50
31st Dearth 124th year of Ascendancy at 02:35 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Gruul the Orc Gunslinger level 48
9th Dearth 124th year of Ascendancy at 07:19 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Gruul the Orc Gunslinger level 38
27th Pain 124th year of Ascendancy at 21:02 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Gruul the Orc Gunslinger level 40
37th Pain 124th year of Ascendancy at 22:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Gruul the Orc Gunslinger level 34
12nd Pain 124th year of Ascendancy at 02:54 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Gruul the Orc Gunslinger level 19
40th Retaking 124th year of Ascendancy at 06:59 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Gruul the Orc Gunslinger level 41
39th Pain 124th year of Ascendancy at 09:27 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Gruul the Orc Gunslinger level 44
41st Pain 124th year of Ascendancy at 20:34 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Gruul the Orc Gunslinger level 38
28th Pain 124th year of Ascendancy at 04:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gruul the Orc Gunslinger level 26
43rd Retaking 124th year of Ascendancy at 13:53 see stats
We weren't kidding! (Insane (Adventure) difficulty)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Gruul the Orc Gunslinger level 47
5th Dearth 124th year of Ascendancy at 13:45 see stats
Log
Oozing tentacle uses Grasping Moss.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest's spell attains critical power!
Sher'Tul High Priest hits Gruul for (60 flat reduction), 114 temporal, (60 flat reduction), 192 physical (306 total damage).
Gruul is free from the slippery moss.
Gruul calms down.
Gruul shrugs off the effect 'Slow movement'!
Gruul resists the pinning!
Curse of Death from Sher'Tul High Priest hits Gruul for (60 flat reduction), 42 darkness (42 total damage).
Oozing tentacle's pinning nature area effect hits Gruul for (25 flat reduction), 0 nature (0 total damage).
Oozing tentacle's impeding nature area effect hits Gruul for (25 flat reduction), 0 nature (0 total damage).
Nihil from Amakthel's Mouth hits Gruul for (14 flat reduction), 0 temporal (0 total damage).
Spiked tentacle attacks empty space.
Bleeding from Gruul hits Oozing tentacle for 107 physical damage.
Bleeding from Gruul hits Spiked tentacle for 114 physical damage.
Amakthel's Eye casts Healing Light.
Amakthel's Mouth loses 27 health to the entropy.
Amakthel's Mouth enters a deep slumber.
Amakthel's Eye receives 376 healing.
Sher'Tul High Priest casts Moonlight Ray.
Gruul reacts to damage from Sher'Tul High Priest, mitigating the blow!.
Sher'Tul High Priest hits Gruul for (60 flat reduction), (122 reacted , -5 stam), 230 darkness (230 total damage).
Sher'Tul High Priest casts Bone Spear.
Sher'Tul High Priest's spell attains critical power!
Gruul reacts to damage from Sher'Tul High Priest, mitigating the blow!.
Sher'Tul High Priest hits Gruul for (60 flat reduction), (258 reacted , -5 stam), 487 physical (487 total damage).
Gruul the level 50 orc gunslinger was cleaved to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.
Sher'Tul High Priest prepares for the next kill!
Gruul deactivates his cloak's restoration systems.

































































































































































