Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Gunslinger |
| Level / Exp | 50 / 1425% |
| Size | medium |
| Lifes / Deaths | Killed by lesser vampire at level 14 on the 35th Retaking 124th year of Ascendancy at 22:11 0 / 9Killed by Gleth the whitehoof ghoul at level 27 on the 23rd Revenge 124th year of Ascendancy at 16:34 Killed by Belodhetta the ritch larva at level 27 on the 30th Revenge 124th year of Ascendancy at 22:12 Killed by Cason the human at level 30 on the 39th Revenge 124th year of Ascendancy at 12:33 Killed by Witey's Inner Demon at level 30 on the 48th Revenge 124th year of Ascendancy at 21:11 Killed by Xanomille the timeswapped patchwork troll at level 34 on the 3rd Dearth 124th year of Ascendancy at 17:27 Killed by nightmare horror at level 50 on the 27th Remembrance 125th year of Ascendancy at 07:35 Killed by nightmare horror at level 50 on the 28th Remembrance 125th year of Ascendancy at 13:17 Killed by nightmare horror at level 50 on the 28th Remembrance 125th year of Ascendancy at 13:29 |
Primary Stats
| Strength | 76 (base 37) |
| Dexterity | 105 (base 60) |
| Constitution | 71 (base 52) |
| Magic | 36 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 93 (base 60) |
Resources
| Life | -444/1447 |
| Psi | 154/154 |
| Steam | 128/128 |
| Healing Factor | 1.3796680497925 |
| Regeneration | 238.47562240663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 69 |
| Crit Chance | 37% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 100 |
| Accuracy | 69 |
| Crit Chance | 37% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Nature | +15% |
| Cold | +7% |
| Mind | +6% |
| Lightning | +16% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 87.723073231957 (93.924050632911%) |
| Defense | 53 |
| Ranged Defense | 60 |
| Fatigue | 26 |
| Physical Save | 66 |
| Spell Save | 24 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 50%( 70%) |
| Nature | + 61%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 46%( 70%) |
| Cold | + 53%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Knockback Resistance | 0% |
| Confusion Resistance | 25% |
| Stun Resistance | 50% |
| Pinning Resistance | 50% |
| Poison Resistance | 23% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -735 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 721 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 863 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 172.60 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | 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 | Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Stormjeer the pouch of voratun shots (20/20, 53-63.6 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * Slows global speed by 20% * 40% chance to daze at end of turn * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing Damage (Ranged): +12 lightning / +29 darkness / +8 bleed / +16 mind Burst (radius 1) on hit: +8 lightning Damage against: +7% Living When wielded/worn: Talent granted: +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | OffalnightInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% nature Changes damage: +15% nature / +6% mind Hate when firing a critical mind attack: +2.00 Maximum life: +64.00 Maximum psi: +40.00 Mental crit. chance: +4% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +50% A Helmet. But with steam power! |
| On hands | Yaruroddaneg (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Physical crit. chance: +3.0% Armour: +2 Changes stats: +5 Cun / +6 Dex Talent granted: +5 Voltaic Sentry Mental save: +12 (+4 eff.) Maximum stamina: +20.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Blazeire the dwarven-steel torque of clear mind [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: -4% Changes stats: +5 Cun Changes resistances penetration: +15% light / +20% physical Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Maximum life: +20.00 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +1 Cun Changes resistances: +7% nature / +6% blight Poison immunity: +12% Disease immunity: +14% Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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. |
| On fingers | Xereda the NimbusquellInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Cun Changes resistances: +8% blight / +7% nature / +9% lightning Changes damage: +9% lightning Mental save: +7 (+2 eff.) Poison immunity: +11% Disease immunity: +10% Confusion immunity: +25% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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. |
| Around neck | Corruptionsever the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +19 Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 nature Changes stats: +16 Mag Changes resistances: +3% nature Changes damage: +25% acid / +7% fire / +7% lightning / +7% cold Critical mult.: +16.00% Spellpower: +5 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
| In main hand | mighty stralite steamgun of acid Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 65 damage and reducing their armor Travel speed: +600% Damage (Ranged): +9 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +2 Str Changes damage: +13% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: +0% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +0 Deflect projectiles away: +15% Slows Projectiles: +55% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 14/30) : Effective talent level: 4.0 Power cost: 30 out of 14/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | voratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon crit: * project a beam of lightning Travel speed: +600% Damage conversion: 47% temporal Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+7 eff.) Changes resistances: +15% physical / +25% nature / +25% cold Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+10 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: 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 80 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. |
| Main armor | Steam Powered Armour (23 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical power: +0 (+0 eff.) Armour: +25 Armour Hardiness: +0% Defense: +23 (+7 eff.) Fatigue: +12% Changes stats: +19 Str / +16 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+14 eff.) Stun/Freeze immunity: +50% Steampower: +0 (+0 eff.) Maximum steam: +10.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 510 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune (339 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 339.48 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
ranger's stralite steamgun of life drainingRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +9 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Dex Changes damage: +13% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 58.72 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical / +0% nature / +0% cold Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 61.36 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level.Veluldamina the drakeskin leather gloves (0 def, 20 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +20 Damage (Melee): 17 darkness Changes resistances: +12% darkness / +6% arcane Changes damage: +11% darkness Spell save: +6 (+3 eff.) Blindness immunity: +15% Cut immunity: +20% Confusion immunity: +20% Knockback immunity: +10% Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Mindpower: +8 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) 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. |
Torihek (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +8 Fatigue: +5% Changes stats: +8 Str / +11 Dex / +3 Mag / +3 Wil / +5 Cun / +2 Con Changes resistances: +5% arcane Mental save: +0 (+0 eff.) Silence immunity: +0% Light radius: +1 Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% nature / +20% blight A suit of armour made of leather. |
Zeruzilakalthomnir (9 def, 50 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Armour Hardiness: +0% Defense: +9 (+3 eff.) Fatigue: +17% Effects on melee hit: * 20 arcane resource burn Changes resistances: +17% acid / +11% physical / +6% temporal / +12% cold / +12% blight / +11% fire / +5% arcane / +8% lightning Physical save: +12 (+3 eff.) A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
156 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered 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. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+6 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+6 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 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. |
Frozen Shards (0/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud When wielded/worn: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Glorina the Prismarc (22/22, 57-68.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 57.0 - 68.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to blind * Random elemental explosion Damage (Ranged): +4 lightning / +17 cold Burst (radius 1) on hit: +4 light / +4 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (20/20, 44.5-53.4 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing Damage (Ranged): +8 bleed When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots (21/21, 56-67.2 power, 6 apr)Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Damage against: +21% Undead / +21% Demon / +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +36 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! |
good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
iron back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -4% Maximum encumbrance: +10 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
perfect voltaic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
stralite 1H weapon automatonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Defense: +8 (+3 eff.) Slows Projectiles: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +12 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
Morningward [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 light Changes resistances: +20% light Light radius: +3 It can be used to fire a blast of psionic energies in a range 7 beam dealing 150.50 to 301.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered 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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Witey the Kruk Yeti Gunslinger level 3
16th Retaking 124th year of Ascendancy at 03:48 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Witey the Kruk Yeti Gunslinger level 12
27th Retaking 124th year of Ascendancy at 19:56 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Witey the Kruk Yeti Gunslinger level 27
30th Revenge 124th year of Ascendancy at 08:58 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Witey the Kruk Yeti Gunslinger level 40
1st Destruction 124th year of Ascendancy at 18:08 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Witey the Kruk Yeti Gunslinger level 10
23rd Retaking 124th year of Ascendancy at 21:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Witey the Kruk Yeti Gunslinger level 20
51st Retaking 124th year of Ascendancy at 17:48 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Witey the Kruk Yeti Gunslinger level 30
31st Revenge 124th year of Ascendancy at 16:11 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Witey the Kruk Yeti Gunslinger level 40
1st Destruction 124th year of Ascendancy at 16:35 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Witey the Kruk Yeti Gunslinger level 50
39th Destruction 124th year of Ascendancy at 23:05 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Witey the Kruk Yeti Gunslinger level 39
34th Loss 124th year of Ascendancy at 16:45 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Witey the Kruk Yeti Gunslinger level 50
21st Remembrance 125th year of Ascendancy at 02:19 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Witey the Kruk Yeti Gunslinger level 34
46th Pain 124th year of Ascendancy at 21:25 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Witey the Kruk Yeti Gunslinger level 50
8th Remembrance 125th year of Ascendancy at 14:02 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Witey the Kruk Yeti Gunslinger level 30
36th Revenge 124th year of Ascendancy at 03:08 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Witey the Kruk Yeti Gunslinger level 48
38th Destruction 124th year of Ascendancy at 02:59 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Witey the Kruk Yeti Gunslinger level 27
30th Revenge 124th year of Ascendancy at 20:10 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Witey the Kruk Yeti Gunslinger level 46
35th Destruction 124th year of Ascendancy at 12:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Witey the Kruk Yeti Gunslinger level 16
37th Retaking 124th year of Ascendancy at 16:25 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Witey the Kruk Yeti Gunslinger level 50
28th Remembrance 125th year of Ascendancy at 13:17 see stats
Log
Luminous horror is free from the abyss.
Witey's Inner Demon receives 28 healing.
Luminous horror receives 574 healing.
Luminous horror casts Firebeam.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror reflects damage back to Luminous horror!
Luminous horror reflects damage back to Luminous horror!
Luminous horror hits Luminous horror for 0 fire, 130 healing (0 total damage) [130 healing].
Luminous horror hits Luminous horror for 0 light, 14 healing (0 total damage) [14 healing].
Luminous horror hits Luminous horror for 0 fire damage.
Luminous horror hits Luminous horror for 0 light damage.
Searing horror casts Searing Light.
Luminous horror casts Searing Light.
Luminous horror HEALS from fire damage!
Luminous horror reflects damage back to Searing horror!
Searing horror hits Witey for 177 light damage.
Searing horror's Body of Fire hits Luminous horror for (114 absorbed), 0 fire, 73 healing (0 total damage) [73 healing].
Luminous horror hits Witey for 139 light damage.
Luminous horror hits Searing horror for 0 fire damage.
Searing horror has shook off the effects of their corrosion.
Searing horror is free from the abyss.
Sher'tan stops bleeding.
Sher'tan is free from the abyss.
Deep Wound from Witey hits Searing horror for 10 physical damage.
Deep Wound from Witey hits Sher'tan for 18 physical damage.
Nightmare horror casts Invoke Darkness.
Nightmare horror's spell attains critical power!
Saving game...



































































































































