












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Rogue stealth fix 1.5.9Minor buffs to rogue Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced CN 1.5.10Escorts Enhanced Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Instant Projectiles 1.5.5 Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possession type unlock 1.5.8Removes the creature type limit of Possession. Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Exponential Leveling For Adventuring Party 1.5.5Exponential Leveling Add-on made by ErrantNyles, with tweaks by Felix from Steam to make it compatible with Adventuring Party. Tweaks made by me to not earn some of the rewards that are given in Campaign mode. Haven't updated it fully yet to not give said rewards in other modes Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Madness Exploration |
Sex | Female |
Race | Orc |
Class | Archer |
Level / Exp | 103 / 19% |
Size | big |
Lifes / Deaths | Killed by astral conjurer at level 12 on the 32nd Retaking 124th year of Ascendancy at 09:04 / 84Killed by sun paladin at level 12 on the 33rd Retaking 124th year of Ascendancy at 03:26 Killed by sun paladin at level 12 on the 33rd Retaking 124th year of Ascendancy at 06:21 Killed by astral conjurer at level 12 on the 33rd Retaking 124th year of Ascendancy at 07:37 Killed by astral conjurer at level 12 on the 33rd Retaking 124th year of Ascendancy at 09:03 Killed by astral conjurer at level 12 on the 33rd Retaking 124th year of Ascendancy at 10:23 Killed by astral conjurer at level 13 on the 33rd Retaking 124th year of Ascendancy at 11:56 Killed by whitehoof invoker at level 13 on the 43rd Retaking 124th year of Ascendancy at 06:58 Killed by sunwall vindicator at level 13 on the 49th Retaking 124th year of Ascendancy at 19:47 Killed by sun-mage at level 14 on the 50th Retaking 124th year of Ascendancy at 15:10 Killed by anorithil at level 14 on the 51st Retaking 124th year of Ascendancy at 01:35 Killed by anorithil at level 14 on the 51st Retaking 124th year of Ascendancy at 02:25 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 03:02 Killed by anorithil at level 14 on the 51st Retaking 124th year of Ascendancy at 04:20 Killed by elven astromancer at level 14 on the 51st Retaking 124th year of Ascendancy at 05:51 Killed by anorithil at level 14 on the 51st Retaking 124th year of Ascendancy at 07:18 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 08:35 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 09:54 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 11:35 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 12:41 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 13:14 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 14:45 Killed by sunwall vindicator at level 14 on the 51st Retaking 124th year of Ascendancy at 15:59 Killed by astral conjurer at level 15 on the 52nd Retaking 124th year of Ascendancy at 10:17 Killed by Outpost Leader John at level 15 on the 52nd Retaking 124th year of Ascendancy at 13:48 Killed by Outpost Leader John at level 15 on the 52nd Retaking 124th year of Ascendancy at 14:47 Killed by netherworm mass at level 16 on the 5th Revenge 124th year of Ascendancy at 04:40 Killed by netherworm mass at level 16 on the 5th Revenge 124th year of Ascendancy at 05:24 Killed by luminous horror at level 17 on the 5th Revenge 124th year of Ascendancy at 14:20 Killed by luminous horror at level 17 on the 5th Revenge 124th year of Ascendancy at 14:51 Killed by luminous horror at level 17 on the 5th Revenge 124th year of Ascendancy at 17:00 Killed by luminous horror at level 17 on the 5th Revenge 124th year of Ascendancy at 21:11 Killed by luminous horror at level 17 on the 5th Revenge 124th year of Ascendancy at 21:50 Killed by nightmare horror at level 17 on the 6th Revenge 124th year of Ascendancy at 01:48 Killed by nightmare horror at level 17 on the 6th Revenge 124th year of Ascendancy at 03:10 Killed by nightmare horror at level 17 on the 6th Revenge 124th year of Ascendancy at 04:34 Killed by luminous horror at level 18 on the 6th Revenge 124th year of Ascendancy at 06:16 Killed by nightmare horror at level 18 on the 6th Revenge 124th year of Ascendancy at 08:38 Killed by nightmare horror at level 18 on the 6th Revenge 124th year of Ascendancy at 09:11 Killed by Grgglck's Tentacle at level 21 on the 7th Revenge 124th year of Ascendancy at 04:52 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 06:14 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 06:57 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 08:04 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 08:59 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 10:06 Killed by Grgglck the Devouring Darkness at level 21 on the 7th Revenge 124th year of Ascendancy at 11:01 Killed by Grgglck the Devouring Darkness at level 21 on the 7th Revenge 124th year of Ascendancy at 12:34 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 13:18 Killed by Grgglck's Tentacle at level 21 on the 7th Revenge 124th year of Ascendancy at 14:35 Killed by Grgglck's Tentacle at level 21 on the 7th Revenge 124th year of Ascendancy at 15:27 Killed by multi-hued drake at level 21 on the 7th Revenge 124th year of Ascendancy at 16:20 Killed by Grgglck's Tentacle at level 21 on the 7th Revenge 124th year of Ascendancy at 17:32 Killed by ravaging entropic rip at level 24 on the 8th Revenge 124th year of Ascendancy at 03:49 Killed by ravaging entropic rip at level 24 on the 8th Revenge 124th year of Ascendancy at 04:50 Killed by ravaging entropic rip at level 24 on the 8th Revenge 124th year of Ascendancy at 06:39 Killed by radiant horror at level 24 on the 8th Revenge 124th year of Ascendancy at 07:53 Killed by dream seed at level 24 on the 8th Revenge 124th year of Ascendancy at 08:50 Killed by luminous horror at level 24 on the 8th Revenge 124th year of Ascendancy at 09:56 Killed by luminous horror at level 24 on the 8th Revenge 124th year of Ascendancy at 10:49 Killed by ravaging entropic rip at level 24 on the 8th Revenge 124th year of Ascendancy at 11:48 Killed by radiant horror at level 24 on the 8th Revenge 124th year of Ascendancy at 12:51 Killed by eldritch eye at level 24 on the 8th Revenge 124th year of Ascendancy at 13:48 Killed by eldritch eye at level 24 on the 8th Revenge 124th year of Ascendancy at 15:30 Killed by worm that walks at level 24 on the 8th Revenge 124th year of Ascendancy at 16:33 Killed by radiant horror at level 24 on the 8th Revenge 124th year of Ascendancy at 17:22 Killed by nightmare horror at level 24 on the 8th Revenge 124th year of Ascendancy at 18:22 Killed by Lormar the human at level 24 on the 24th Revenge 124th year of Ascendancy at 05:52 Killed by Aynydo the human at level 24 on the 24th Revenge 124th year of Ascendancy at 06:23 Killed by Aynydo the human at level 24 on the 24th Revenge 124th year of Ascendancy at 07:25 Killed by searing horror at level 26 on the 29th Revenge 124th year of Ascendancy at 17:01 Killed by luminous horror at level 26 on the 29th Revenge 124th year of Ascendancy at 17:36 Killed by luminous horror at level 28 on the 29th Revenge 124th year of Ascendancy at 18:40 Killed by searing horror at level 29 on the 29th Revenge 124th year of Ascendancy at 19:41 Killed by radiant horror at level 29 on the 29th Revenge 124th year of Ascendancy at 20:37 Killed by searing horror at level 30 on the 29th Revenge 124th year of Ascendancy at 21:36 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 01:57 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 03:08 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 04:08 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 05:31 Killed by Sarzehie the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 07:28 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 09:00 Killed by Sarzehie the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 11:41 Killed by Asimrthsad the shalore at level 96 on the 4th Pain 124th year of Ascendancy at 13:06 Killed by Imiel the shalore at level 103 on the 7th Pain 124th year of Ascendancy at 18:11 |
Primary Stats
Strength | 221 (base 165) |
Dexterity | 176 (base 165) |
Constitution | 176 (base 165) |
Magic | 174 (base 165) |
Willpower | 170 (base 165) |
Cunning | 176 (base 165) |
Resources
Life | -301/4971 |
Stamina | 704/724 |
Steam | 150/150 |
Healing Factor | 1 |
Regeneration | 23.127137046968 |
Speed
Mental | +200% |
Attack | +200% |
Movement | 0% |
Spell | +200% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 11 |
See Stealth | 119.20266738995 |
See Invisible | 119.20266738995 |
Offense: Mainhand
Damage | 619 |
Accuracy | 100 |
Crit Chance | 54% |
APR | 68 |
Speed | 0.27 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 51% |
Speed | 0.33333333333333 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 52% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Blight | +28% |
Physical | +47% |
Mind | +55% |
All | +16% |
Light | +75% |
Cold | +31% |
Arcane | +36% |
Fire | +58% |
Nature | +43% |
Offense: Damage Penetration
Nature | +55% |
Mind | +47% |
Physical | +47% |
Cold | +34% |
All | +17% |
Defense: Base
Armour (hardiness) | 98 (100%) |
Defense | 86 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 86 |
Mental Save | 80 |
Defense: Resistances
Darkness | + 63%( 70%) |
Light | + 30%( 70%) |
Nature | + 43%( 70%) |
Cold | + 62%( 70%) |
Fire | + 46%( 70%) |
Mind | + 44%( 70%) |
All | + 37%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
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 323% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 944 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 914 life over 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.0 steam per turn. Can be activated for an instant burst of 125 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 445 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Munitions | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Archery training | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Archery prowess | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Agility | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat veteran | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Trapping | 1.20 |
| 10/5 |
| 1/5 |
| 9/5 |
| 10/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 10/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Generic Talents
Celestial / Chants | 1.10 |
| 9/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat training | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Race / Orc | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
Technique / Field control | 0.80 |
| 10/5 |
| 10/5 |
Technique / Conditioning | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Mobility | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Survival | 1.00 |
| 10/5 |
| 10/5 |
| 6/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Range Amplification Device |
talent | Venomous Ammunition |
talent | Chant of Fortitude |
talent | Slow Motion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target's combat damage is improved by 42 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Immune to physical effects. Spine of the World |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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. | active |
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. | 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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -2% Maximum encumbrance: +36 Physical save: +11 (+3 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 165% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +4.0% Capacity: 20 Travel speed: +200% Damage (Ranged): +60 insidious poison / +12 physical Burst (radius 1) on hit: +16 lightning When wielded/worn: Ammo reloads per turn: +3 Talent granted: +5 Saw Shell Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% mind / +15% fire Changes resistances penetration: +25% mind Changes damage: +30% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +4 Str / +10 Dex / +10 Cun / +4 Con Changes resistances: -40% light Changes damage: +9% mind Critical mult.: +10.00% Physical save: +22 (+5 eff.) Life regen: +7.10 Mana each turn: +0.12 Psi when hit: +0.04 Mana when firing critical spell: +1.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 lightning Changes resistances: +9% light Changes resistances penetration: +15% nature Changes damage: +27% nature It can be used to fire a blast of psionic energies in a range 11 beam dealing 77.40 to 154.80 mind damage, putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 28.45 cold and 31.93 physical damage (based on Willpower) each turn and knocking opponents back, costing 26 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Stealth bonus: +5 Maximum life: +39.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Blight Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to disease Damage (Ranged): +14 cold / +42 nature Burst (radius 1) on hit: +4 arcane / +90 20% chance of physical repulsion When wielded/worn: Armour: +17 Changes resistances: +6% light / +11% all Changes resistances penetration: +17% cold / +23% nature / +30% physical Changes damage: +3% blight / +24% physical Longbows are used to shoot arrows at your foes. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 12 physical Changes damage: +7% physical Talent granted: +1 Sand Shredder Life regen: +3.90 Stamina each turn: +1.00 Psi each turn: +0.16 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Mag Changes resistances: +14% light / +26% darkness Changes resistances penetration: +5% mind Changes damage: +9% blight / +20% arcane / +17% light / +16% all Maximum life: +70.00 Maximum mana: +110.00 Spellpower: +20 (+4 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+1 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +9 Con Changes resistances penetration: +12% physical Disarm immunity: +29% Massive two-handed swords. |
![]() Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 2) on crit: +8 lightning / +12 blight When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +4 Mag Changes resistances: +3% blight Changes damage: +30% blight / +6% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.36 Maximum mana: +141.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 175% Firing range: +3 Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 26 power out of 150/150) : Effective talent level: 3.0 Power cost: 26 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 270.74. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 bleed / +22 poison When wielded/worn: Accuracy: +10 (+2 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Spellpower: +4 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +3 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 13 power out of 30/30) : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 91.70 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +7 Fatigue: -7% Changes stats: +12 Str / +12 Wil / +2 Con Changes resistances: +11% blight / +11% physical Physical save: +11 (+3 eff.) Mental save: +11 (+2 eff.) Light radius: +2 Infravision radius: +3 A cap made of leather. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+2 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 6 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() Requires: - Dexterity 16 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Damage (Ranged): +9 nature / +9 temporal Burst (radius 1) on hit: +15 fire When wielded/worn: Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +8 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 86 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. |
![]() Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +14 darkness Damage against: +12% Living Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 116% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +11.5% Capacity: 42 On weapon crit: * cripple the target When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 13 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By OrcArcher the Orc Archer level 11
26th Retaking 124th year of Ascendancy at 19:14 see stats
By OrcArcher the Orc Archer level 15
52nd Retaking 124th year of Ascendancy at 16:02 see stats
By OrcArcher the Orc Archer level 74
49th Revenge 124th year of Ascendancy at 01:59 see stats
By OrcArcher the Orc Archer level 10
24th Retaking 124th year of Ascendancy at 13:08 see stats
By OrcArcher the Orc Archer level 20
6th Revenge 124th year of Ascendancy at 18:01 see stats
By OrcArcher the Orc Archer level 30
29th Revenge 124th year of Ascendancy at 21:27 see stats
By OrcArcher the Orc Archer level 40
29th Revenge 124th year of Ascendancy at 22:48 see stats
By OrcArcher the Orc Archer level 50
30th Revenge 124th year of Ascendancy at 02:59 see stats
By OrcArcher the Orc Archer level 63
38th Revenge 124th year of Ascendancy at 01:44 see stats
By OrcArcher the Orc Archer level 49
29th Revenge 124th year of Ascendancy at 23:51 see stats
By OrcArcher the Orc Archer level 21
7th Revenge 124th year of Ascendancy at 06:02 see stats
By OrcArcher the Orc Archer level 23
7th Revenge 124th year of Ascendancy at 17:32 see stats
By OrcArcher the Orc Archer level 50
30th Revenge 124th year of Ascendancy at 06:02 see stats
By OrcArcher the Orc Archer level 80
50th Revenge 124th year of Ascendancy at 09:23 see stats
By OrcArcher the Orc Archer level 80
50th Revenge 124th year of Ascendancy at 16:00 see stats
By OrcArcher the Orc Archer level 63
38th Revenge 124th year of Ascendancy at 01:04 see stats
Log
Numbing Poison from OrcArcher hits Evath the shalore for 65 nature damage.
Insidious Poison from OrcArcher hits Imiel the shalore for 8 nature damage.
Imiel the shalore performs a melee critical strike against OrcArcher!
OrcArcher reacts to an attack from Imiel the shalore, mitigating the blow!.
Imiel the shalore shrugs off the effect 'Intimidated'!
OrcArcher hits Imiel the shalore for 5 blight, 54 light, 10 lightning (69 total damage).
Imiel the shalore hits OrcArcher for (823 reacted , -7 stam), 1132 physical, 10 cold (1142 total damage).
Imiel the shalore's Corona hits OrcArcher for 84 light damage.
Player used:T_SHOOT
OrcArcher shoots!
Imiel the shalore resists the knockback!
OrcArcher's Shoot hits Imiel the shalore for 544 physical, 8 nature, 10 cold, 38 nature, 10 physical, 8 lightning, 2 arcane, 78 physical (698 total damage).
Venomous Ammunition hits Imiel the shalore for 91 nature, 375 nature (466 total damage).
Player used:T_SHOOT
OrcArcher shoots!
Venomous Ammunition hits Imiel the shalore for 91 nature, 441 nature (532 total damage).
OrcArcher's Shoot hits Imiel the shalore for 520 physical, 8 nature, 10 cold, 38 nature, 10 physical, 8 lightning, 2 arcane (596 total damage).
OrcArcher deactivates Daunting Presence.
Talent Vitality is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Volley is ready to use.
Evath the shalore resists the silence!
OrcArcher shrugs off the effect 'Silenced'!
Imiel the shalore resists the silence!
OrcArcher shrugs off the effect 'Silenced'!
OrcArcher's crippling poison area effect hits Imiel the shalore for 145 nature damage.
OrcArcher's crippling poison area effect hits Evath the shalore for 108 nature damage.
Imiel the shalore is free from the illness.
Imiel the shalore's spell attains critical power!