

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 42 / 91% |
| Size | big |
| Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 41st Retaking 124th year of Ascendancy at 13:28 0 / 8Killed by sand-drake at level 17 on the 23rd Revenge 124th year of Ascendancy at 08:38 Killed by Zarth the shalore at level 28 on the 33rd Pain 124th year of Ascendancy at 21:55 Killed by High Sun Paladin Aeryn at level 28 on the 4th Dearth 124th year of Ascendancy at 21:21 Killed by Gloriawyn the crystalbark at level 33 on the 45th Dearth 124th year of Ascendancy at 03:39 Killed by greater multi-hued wyrm at level 37 on the 47th Loss 124th year of Ascendancy at 14:11 Killed by greater multi-hued wyrm at level 37 on the 47th Loss 124th year of Ascendancy at 19:03 Killed by Lasi the shalore at level 42 on the 37th Destruction 124th year of Ascendancy at 17:51 |
Primary Stats
| Strength | 31 (base 24) |
| Dexterity | 55 (base 54) |
| Constitution | 45 (base 37) |
| Magic | 19 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 89 (base 60) |
Resources
| Life | -6/1263 |
| Psi | 115/115 |
| Steam | 70/100 |
| Healing Factor | 1.3641860465116 |
| Regeneration | 101.73807440181 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 12 |
| See Stealth | 37 |
| See Invisible | 35 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 57 |
| Crit Chance | 53% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 57 |
| Crit Chance | 53% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +40% |
| Physical | +19% |
| Fire | +25% |
| Darkness | +7% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +32% |
| Fire | +32% |
| Arcane | +32% |
| Cold | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 17 (57.811550151976%) |
| Defense | 52 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 15 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 65%( 70%) |
| Light | + 8%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 47% |
| Poison Resistance | 60% |
| Blind Resistance | 30% |
| Silence Resistance | 31% |
| Bleed Resistance | 60% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.40 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Chant of Fortitude |
| talent | Embedded Restoration Systems |
| talent | Evasive Shots |
| beneficial effect | The target has 56 increased life regeneration. Recovery |
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. * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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! | 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. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +31% Confus- +29% Stun/Frz- +33% A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots of annihilation (22/24, 184% power, 13 apr) 3.0 T5 shot ammo [Ego++] Master Power 184% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +13 Crit +23.0% Capacity 24 Proj.spd +200% On Crit: * Wound the target dealing 128 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 | watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% light Affinity +5% darkness Blind- +30% Confus- +18% ---------- misc Light +7 Infravis +3 See.Stealth +12 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steamcatcher (12 def, 0 armour) 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire Silence- +0% ---------- misc Steam/turn +1.00 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +110% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +2 Iron Grip 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. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | solipsist's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +8.00 Heal.mod +12% Rings can have magical properties. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | grounding copper amulet of mastery (0.10 Steamtech / Gunslinging)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% ---------- misc Masteries +0.10 Steamtech/Gunslinging Amulets can have magical properties. |
| In main hand | Thoughtcaster 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 45.00 mind damage (based on Mindpower) in a radius 1 around the target On Crit: * project a beam of lightning Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+4 eff.) Mind.pwr +15 (+5 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
| Around waist | grounding drakeskin leather belt of valiance 1.0 T5 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +10 (+3 eff.) Resists +9% lightning +10% temporal Mind.save +12 (+4 eff.) Proj.slow +25% Max.HP +98.00 A belt that goes around your waist. |
| In off hand | Overburst 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +40 Crit +20.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
| Cloak | elven-silk cloak 'Beliyawe' (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +14 (+7 eff.) Dmg.mod +9% physical ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +3% physical Stun/Frz- +50% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +10.00 Poison- +60% Disease- +60% Cut- +60% Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Branekhad the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% blight Res.pen +5% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying gold amulet of mastery (0.18 Steamtech / Physics)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% mind Confus- +28% ---------- misc Masteries +0.18 Steamtech/Physics Amulets can have magical properties. |
stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +20% Amulets can have magical properties. |
vitalizing gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Dex +3 Con ----- def ----- Phys.save +9 (+4 eff.) Max.HP +32.00 HP.reg +4.00 Amulets can have magical properties. |
marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +25% Rings can have magical properties. |
marksman's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% cold Acc +6 (+2 eff.) ----- def ----- Resists +20% cold Rings can have magical properties. |
marksman's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Dex dps ---------- Melee+ 22 physical Ranged+ 13 physical Acc +10 (+3 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 28 On Hit (Ranged): * 12% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +11 (+6 eff.) Rings can have magical properties. |
savior's gold ring of corrosion (+28%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Phys.save +9 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's voratun ring of tenacity0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Phys.save +12 (+6 eff.) Max.HP +41.00 Disarm- +34% Pinning- +35% Knockbk- +24% Rings can have magical properties. |
voratun ring 'Bilepierce'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +7 Mag dps ---------- Dmg.mod +6% nature Res.pen +25% nature ----- def ----- Defense +8 (+3 eff.) Resists +12% fire Spell.save +14 (+9 eff.) Blind- +35% ---------- misc Infravis +4 See.Stealth +7 See.Invis +12 Rings can have magical properties. |
warrior's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% cold ----- def ----- Armour +8 Resists +26% cold Rings can have magical properties. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Darkness Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 55% Dex, 35% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Light Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Punae's Blade (157% power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+12 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
steady drakeskin leather sling of recursion4.0 T5 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +4.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Talosis' Counterpoint4.0 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 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
The Long-Arm4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam 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. |
Titan4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Vindicator4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
stormbringer's voratun steamgun of cunning (+5)4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +34 lightning +28 cold Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Mov.spd +20% Res.pen +21% lightning +9% cold +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun of life draining4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +11 draining blight On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% blight Acc +6 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ramroller (172% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 172% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +12% ----- def ----- Armour +19 Defense +14 (+5 eff.) Fatigue +0% ---------- misc 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!" |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
balancing hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +5% Mind.pwr +6 (+2 eff.) ----- def ----- Defense +0 (+0 eff.) Phys.save +7 (+3 eff.) Proj.slow +0% A belt that goes around your waist. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+7 eff.) Resists +0% lightning +15% physical Phys.save +40 (+15 eff.) Stun/Frz- +0% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 59 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
dreamer's cashmere robe of fire (+19%) (15 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +15 (+5 eff.) Resists +19% fire +14% mind +13% darkness Phys.save +13 (+6 eff.) Spell.save +13 (+9 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)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! |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-4 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. |
Nerunor (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Mag +3 Wil dps ---------- Dmg.mod +15% arcane +12% blight Res.pen +20% arcane ----- def ----- Armour +3 Fatigue +3% Resists +16% light +16% darkness ---------- misc Telepathy Dragon Humanoid/Orc A hat made of leather. Very stylish. |
Unrykor (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex +4 Con dps ---------- Phys.crit +4.0% Mind.crit +2% Phys.pwr +4 (+2 eff.) S.pwr/crit +10 Res.pen +25% mind Phasing +30% ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Telepathy Dragon A hat made of leather. Very stylish. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
mindcaging voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +2% ----- def ----- Armour +5 Fatigue +5% Resists +23% mind Mind.save +12 (+4 eff.) Confus- +31% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 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. |
205 alchemist agate0.0 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. |
10 onyx0.0 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. |
15 aquamarine0.0 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Falagorn the Bogbreacher (dig speed 15 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +23% fire +10% mind +9% nature Res.pen +10% lightning +10% fire +25% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% lightning +15% fire Mind.save +10 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
20 emerald0.0 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. |
2 jade0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 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. |
Automated Portable Extractor0.0 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. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 garnet0.0 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 ruby0.0 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. |
Rod of Recall (1/1)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. |
amazing fiery salve [power 22] amazing fiery salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 22] amazing frost salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 318] amazing healing salve [power 318]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 318 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 278] amazing pain suppressor salve [power 278]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -278 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Cyratta the pouch of steel shots (14/18, 131% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 131% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +12.5% Capacity 18 Ranged+ +8 nature On Crit.r2 +16 mind On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 55% On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
chilling pouch of steel shots of crippling (19/19, 125% power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 19 Ranged+ +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of disruption (20/20, 166% power, 6 apr)3.0 T5 shot ammo [Ego+] Disrupt Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Against +24% 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% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (22/22, 153% power, 5 apr)3.0 T4 shot ammo [Ego+] Master/Psionic Power 153% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +5 Crit +5.5% Capacity 22 Ranged+ +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 233 physical damage Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 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. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 7 Call a trained yeti for help. Uses 1 power out of 7/8 Call a trained yeti to your side. |
good corrosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good flash powder0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good poison groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
good poison groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
good saw shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft voltaic shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Tulurath the dwarven-steel torque of clear mind [power 2] (40 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +8 Resists +5% arcane +3% mind Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 40 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of clear mind [power 4] (40 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
16 amethyst0.0 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. |
3 diamond0.0 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. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+7 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+7 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz0.0 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. |
3 ametrine0.0 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. |
2 zircon0.0 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
A Fistful of Gold
Buy an item from an AAA.By Gork the Orc Gunslinger level 11
34th Retaking 124th year of Ascendancy at 03:29 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gork the Orc Gunslinger level 12
43rd Retaking 124th year of Ascendancy at 01:07 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Gork the Orc Gunslinger level 34
5th Loss 124th year of Ascendancy at 21:53 see stats
Exterminator
Killed 1000 creatures.By Gork the Orc Gunslinger level 26
16th Pain 124th year of Ascendancy at 13:32 see stats
Level 10
Got a character to level 10.By Gork the Orc Gunslinger level 10
30th Retaking 124th year of Ascendancy at 03:40 see stats
Level 20
Got a character to level 20.By Gork the Orc Gunslinger level 20
30th Revenge 124th year of Ascendancy at 05:46 see stats
Level 30
Got a character to level 30.By Gork the Orc Gunslinger level 30
30th Dearth 124th year of Ascendancy at 09:02 see stats
Level 40
Got a character to level 40.By Gork the Orc Gunslinger level 40
52nd Loss 124th year of Ascendancy at 14:46 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Gork the Orc Gunslinger level 32
32nd Dearth 124th year of Ascendancy at 13:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gork the Orc Gunslinger level 19
29th Revenge 124th year of Ascendancy at 19:55 see stats
Log
Gork's Explosive Shell hits Lasi the shalore for 48 fire, 45 cold, 41 lightning, 55 arcane, 79 fire, 72 cold, 66 lightning, 90 arcane, 6 fire, 6 cold, 5 lightning, 7 arcane (520 total damage).
Demonic Soul hits Lasi the shalore for 21 fire damage.
Gork HEALS from cold damage!
Lorehin the shalore's Chill of the Tomb hits Lasi the shalore for 227 cold damage.
Lorehin the shalore's Chill of the Tomb hits Gork for (32 resist armour), 283 cold, 143 healing (283 total damage) [143 healing].
Gork is not affected anymore by the salve.
Gork HEALS from darkness damage!
Lorehin the shalore's defensive darkness area effect hits Lasi the shalore for 71 darkness damage.
Lorehin the shalore's darkness area effect hits Gork for (32 resist armour), 39 darkness, 5 healing (39 total damage) [5 healing].
Lorehin the shalore's darkness area effect hits Lorehin the shalore for 72 darkness damage.
Deep Wound from Gork hits Lasi the shalore for 7 fire, 6 cold, 6 lightning, 8 arcane (27 total damage).
Gork uses Trick Shot.
Lasi the shalore activates Hymn of Perseverance.
Lasi the shalore deactivates Hymn of Shadows.
Lasi the shalore casts Healing Light.
Lasi the shalore's spell attains critical power!
Lasi the shalore receives 737 healing.
Lorehin the shalore casts Invoke Darkness.
Lorehin the shalore's spell attains critical power!
Lorehin the shalore's spell attains critical power!
Gork's Trick Shot misses Lorehin the shalore.
Gork HEALS from darkness damage!
Gork's Trick Shot hits Lorehin the shalore for 47 fire, 31 cold, 50 lightning, 47 arcane, 7 fire, 5 cold, 7 lightning, 7 arcane (201 total damage).
Lorehin the shalore hits Gork for (32 resist armour), 524 darkness, 38 healing (524 total damage) [38 healing].
Gork's Trick Shot misses Lorehin the shalore.
Lorehin the shalore casts Moonlight Ray.
Lorehin the shalore's spell attains critical power!
Lasi the shalore casts Searing Light.
Saving game...












































































































































