



















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official 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:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 38 / 98% |
Size | medium |
Lifes / Deaths | Killed by anorithil at level 14 on the 28th Retaking 124th year of Ascendancy at 04:25 0 / 9Killed by luminous horror at level 21 on the 5th Revenge 124th year of Ascendancy at 03:07 Killed by luminous horror at level 21 on the 5th Revenge 124th year of Ascendancy at 03:16 Killed by luminous horror at level 21 on the 5th Revenge 124th year of Ascendancy at 03:28 Killed by luminous horror at level 22 on the 7th Revenge 124th year of Ascendancy at 03:45 Killed by Eilinitira the shalore liberator at level 34 on the 5th Loss 124th year of Ascendancy at 06:26 Killed by Eilinitira the shalore liberator at level 34 on the 5th Loss 124th year of Ascendancy at 07:27 Killed by Cyrysewyn the sun-mage at level 36 on the 16th Destruction 124th year of Ascendancy at 00:48 Killed by Aruyavena the anorithil at level 38 on the 16th Destruction 124th year of Ascendancy at 21:43 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 66 (base 53) |
Constitution | 49 (base 50) |
Magic | 1 (base 10) |
Willpower | 1 (base 10) |
Cunning | 74 (base 50) |
Resources
Life | -119/1052 |
Positive | 141/141 |
Stamina | 151/151 |
Steam | 29/107 |
Healing Factor | 1.5151232876712 |
Regeneration | 14.620939726028 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +117.17391304348% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 3 |
See Stealth | 20 |
Offense: Mainhand
Damage | 56 |
Accuracy | 61 |
Crit Chance | 56% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 61 |
Crit Chance | 56% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 1 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +43% |
Light | +35% |
Arcane | +28% |
Cold | +35% |
All | +25% |
Offense: Damage Penetration
Physical | +19% |
Darkness | +33% |
Arcane | +23% |
All | +8% |
Defense: Base
Armour (hardiness) | 34 (75.817490494297%) |
Defense | 76 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 59%( 70%) |
All | + 4%( 70%) |
Darkness | + 70%( 70%) |
Light | + 55%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 50%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Disarm Resistance | 90% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/5)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 52 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 59%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 49 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Avoidance | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Bullets mastery | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
Steamtech / Engineering | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Parasite | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.40 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Evasive Shots |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
talent | Chant of Resistance |
beneficial effect | The target is under the effect of the sun. Increasing lite and sight radius by 2, blindness immunity by 30%, stealth seeing by 20 and light resistance by 30%. Sun Radiance |
beneficial effect | The target enters a destructive fury, increasing all damage done by 25%. Orcish Fury |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
beneficial effect | The target is moving while shooting, and will reload 9 ammo when finished strafing. Strafing |
detrimental effect | The target is hexed. Each time it uses an ability it takes 68.80 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
beneficial effect | The target has 35% chance to evade melee and ranged attacks and gains 41 defense. Evasion |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | ![]() 3.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +9% darkness Apr +8 ----- def ----- Armour +5 Fatigue -2% Resists +9% darkness Phys.save +8 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+5 eff.) Max.HP +44.00 ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Nature/Master Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +11.5% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 119 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(18 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun dps ---------- Phys.crit +15.0% Spell.crit +13% Mind.crit +13% Crit.mult +12.00% Phys.pwr +15 (+5 eff.) Melee+ 12 cold Dmg.mod +10% cold Acc +22 (+6 eff.) ----- def ----- Armour +4 Resists +32% darkness +10% cold Disarm- +90% ---------- misc Infravis +3 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +3 Mag +4 Wil dps ---------- Acc +9 (+2 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +9 (+2 eff.) Mind.save +8 (+4 eff.) Max.HP +49.00 HP.reg +8.00 Heal.mod +12% ---------- misc Light +1 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +14% acid +14% fire +17% lightning +19% cold Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 On Hit: * splashes acid on your target dealing 65 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +13 Dex +11 Cun +9 Lck ----- def ----- Rng.Def +20 (+4 eff.) Fatigue -8% Proj.evade +15% Proj.slow +30% ---------- misc Max.enc +20 Evasion: (Instant) Level 5.2 Pwr.cost 30 out of 4/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +90 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +3 (+1 eff.) Apr +5 ----- def ----- Defense +3 (+1 eff.) Resists +25% nature +25% cold Phys.save +8 (+3 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master While equipped: Stats +10 Dex dps ---------- Mov.spd +20% Melee+ 9 fire Ranged+ 9 fire Dmg.mod +3% arcane +9% darkness Res.pen +25% darkness +15% arcane ----- def ----- Armour +25 Defense +39 (+8 eff.) Fatigue +8% Resists +30% fire +5% arcane +22% physical Max.HP +42.00 A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 41 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +14% nature Acc +10 (+3 eff.) ----- def ----- Resists +28% nature Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +67.00 HP.reg +10.00 Heal.mod +14% Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +8 darkness +14 fire On Hit: * 10% chance to reduce damage dealt by 17% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +13.0% Crit.mult +38.00% Apr +13 Melee Ret 6 darkness ----- def ----- Resists +3% cold Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 134% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +17 acid +25 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% acid +10% nature Apr +10 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Disrupt/Master Power 149% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Str dps ---------- Dmg.mod +9% physical Acc +14 (+4 eff.) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 178% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +16 (+5 eff.) Res.pen +16% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Nature/Master/Psionic Power 165% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +19 nature +30 mind On Hit: * 33% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +6 Wil dps ---------- Res.pen +23% physical Acc +23 (+6 eff.) Apr +19 ----- def ----- Resists +3% physical Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +19 cold While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +16 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+7 eff.) Melee+ 8 cold Dmg.mod +8% cold Res.pen +10% cold ----- def ----- Armour +12 Resists +11% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +8% darkness +6% nature Res.pen +10% darkness ----- def ----- Resists +10% darkness +6% blight Blind- +15% Disease- +18% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 9 physical Dmg.mod +5% nature +10% physical Res.pen +8% physical ----- def ----- Resists +4% blight +12% physical Disease- +19% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 16 physical Dmg.mod +10% physical Res.pen +8% physical ----- def ----- Resists +14% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +9.0% Acc +9 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Steampwr +9 (+3 eff.) Dmg.mod +10% physical Acc +7 (+2 eff.) ---------- misc 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. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Res.pen +8% all Acc +9 (+2 eff.) Apr +8 One-handed war axes. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +9% lightning +9% darkness +9% light +8% blight +9% fire +8% cold +13% all Phys.save +13 (+5 eff.) Spell.save +27 (+14 eff.) Mind.save +14 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +19% acid ----- def ----- Resists +28% acid +15% all Mind.save +21 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Armour +5 Fatigue -7% Phys.save +9 (+3 eff.) ---------- misc Max.enc +20 Spell.cld 10% A pair of boots made of leather. |
![]() 1.5 T2 hands armor [Random Unique] Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% cold Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +21% darkness +45% blight +3% cold +6% nature +20% arcane Affinity +17% nature Spell.save +45 (+20 eff.) ---------- misc Masteries +0.40 Wild-gift/Antimagic 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. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +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. |
![]() 3.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +10% fire +8% lightning +10% cold ---------- misc Stam/ret +1.80 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +13% temporal ----- def ----- Defense +2 (+0 eff.) Resists +13% temporal ---------- misc Mana/turn +1.30 Mana/ret +1.00 Max.mana +71.00 Manaflow: Puts all charms on 40 cooldown Level 1.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 6 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +15% mind Mind.save +16 (+7 eff.) Confus- +25% A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +15% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +19 Defense +4 (+1 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +10 Defense +17 (+4 eff.) Fatigue +8% Resists +12% nature +13% blight Mind.save +16 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: Stats +7 Cun +5 Dex ----- def ----- Armour +13 Defense +16 (+4 eff.) Fatigue +8% Max.HP +37.00 HP.reg +8.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Master While equipped: Stats +7 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+4 eff.) Fatigue +8% Resists +20% fire A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 4 acid ----- def ----- Armour +8 Fatigue +8% Resists +9% acid +8% fire +8% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +8% nature Res.pen +10% physical Apr +4 On Hit (Melee): * 20% chance to reduce armor by 5% ----- def ----- Resists +15% acid +13% nature +15% mind Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 152 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Blind- +32% Confus- +21% ---------- misc Light +10 See.Stealth +30 See.Invis +20 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 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. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 61% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 256] simple healing salve [power 256]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 61% cooldown modifier. Heal 256 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T4 shot ammo [Ego+] Arcane/Psionic Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +17 darkness +9 light Against +10% Living +10% Undead Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Guns And Roses the Orc Gunslinger level 13
27th Retaking 124th year of Ascendancy at 09:13 see stats
By Guns And Roses the Orc Gunslinger level 26
42nd Revenge 124th year of Ascendancy at 09:40 see stats
By Guns And Roses the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 08:16 see stats
By Guns And Roses the Orc Gunslinger level 20
1st Revenge 124th year of Ascendancy at 00:18 see stats
By Guns And Roses the Orc Gunslinger level 30
51st Dearth 124th year of Ascendancy at 14:47 see stats
By Guns And Roses the Orc Gunslinger level 31
52nd Dearth 124th year of Ascendancy at 20:29 see stats
By Guns And Roses the Orc Gunslinger level 35
28th Loss 124th year of Ascendancy at 20:57 see stats
By Guns And Roses the Orc Gunslinger level 16
35th Retaking 124th year of Ascendancy at 03:58 see stats
Log
Guns And Roses strafes with her steamguns!
Aruyavena the anorithil hits Guns And Roses for (27 flat reduction), 16 fire (16 total damage).
Talent Implant: Medical Injector is ready to use.
Guns And Roses's Strafe performs a ranged critical strike against Isytta the sun paladin!
Isytta the sun paladin shrugs off the effect 'Corrode'!
Isytta the sun paladin shrugs off Guns And Roses's 'Deep Wound'!
Guns And Roses's Strafe hits Isytta the sun paladin for 67 physical, 8 fire, 13 physical (88 total damage).
Guns And Roses's Strafe hits Isytta the sun paladin for 103 physical, 8 fire, 54 acid (165 total damage).
Weakness Disease from Aruyavena the anorithil hits Isytta the sun paladin for 29 blight damage.
Guns And Roses deflects the projectile from Something to the east!
Isytta the sun paladin uses Lightning Speed.
Isytta the sun paladin turns into pure lightning!.
Aruyavena the anorithil's morale has been lowered.
Shalore liberator's morale has been lowered.
Guns And Roses strafes with her steamguns!
Aruyavena the anorithil casts Bone Spear.
Aruyavena the anorithil receives 61 healing from Blood Splash.
Aruyavena the anorithil hits Guns And Roses for (27 flat reduction), 16 fire, (27 flat reduction), 201 physical (217 total damage).
Guns And Roses the level 38 orc gunslinger was decapitated to death by Aruyavena the anorithil on level 4 of Gates of Morning.
Guns And Roses deactivates Chant of Resistance.
Guns And Roses deactivates Evasive Shots.
Guns And Roses reloads.
Guns And Roses calms down.
Guns And Roses is no longer evading attacks.
Guns And Roses is free from the hex.
Guns And Roses deactivates Daunting Presence.
Guns And Roses deactivates Embedded Restoration Systems.
Guns And Roses deactivates her cloak's restoration systems.
Guns And Roses tessellates her cloak!