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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 39 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 14 on the 79th Dusk 122nd year of Ascendancy at 04:02 0 / 7Killed by ultimate teluvorta at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:18 Killed by Urkis, the High Tempest at level 22 on the 1st Wintertide 123rd year of Ascendancy at 02:04 Killed by venom wyrm at level 24 on the 10th Regrowth 123rd year of Ascendancy at 15:41 Killed by Emelamina the elven mage at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 09:44 Killed by Emeluth the forest wight at level 28 on the 18th Pyre 123rd year of Ascendancy at 16:10 Killed by overpowered greater multi-hued wyrm at level 35 on the 39th Dusk 123rd year of Ascendancy at 01:12 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 17) |
| Dexterity | 85 (base 63) |
| Constitution | 59 (base 22) |
| Magic | 26 (base 16) |
| Willpower | 55 (base 32) |
| Cunning | 92 (base 65) |
Resources
| Life | 1149/1149 |
| Steam | 100/100 |
| Equilibrium | 30 |
| Psi | 145/145 |
| Healing Factor | 1.6351133323993 |
| Regeneration | 11.854571659895 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 6 |
| See Stealth | 6 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 81 |
| Crit Chance | 57% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 83 |
| Accuracy | 81 |
| Crit Chance | 57% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +44% |
| Lightning | +38% |
| Physical | +56% |
| Mind | +26% |
| All | +17% |
Offense: Damage Penetration
| Lightning | +23% |
| Light | +20% |
| Nature | +35% |
| Cold | +26% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 50 (72.28143328797%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 35 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 22%( 73%) |
| Arcane | + 18%( 73%) |
| Mind | + 24%( 73%) |
| All | + 14%( 73%) |
| Lightning | + 43%( 73%) |
| Temporal | + 22%( 73%) |
| Physical | + 55%( 73%) |
| Darkness | + 23%( 73%) |
| Fire | + 61%( 73%) |
| Nature | + 19%( 73%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 30% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 20% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.48 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Evasive Shots |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Sleep (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Poroleth (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +10% lightning / +10% temporal / +6% darkness / +30% fire / +5% arcane / +6% mind Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Spell save: +3 (+2 eff.) Cut immunity: +10% Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of voratun shots (24/24, 175% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 24 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Aerirelaith Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +5 Dex / +8 Wil / +10 Con Changes resistances: +6% mind Changes damage: +9% mind / +12% light Reduces incoming crit damage: 15.00% Light radius: +8 See stealth: +6 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Mykan the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +7 Physical power: +17 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +5 Dex / +4 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +14% physical Changes damage: +9% physical Physical save: +26 (+8 eff.) Mental save: +15 (+5 eff.) Maximum mana: +60.00 Light radius: +7 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | heroic hardened leather gloves of the nighthunter (0 def, 7 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +7 Changes stats: +3 Cun Changes resistances: +5% darkness Talent granted: +4 Flash Powder Mental save: +7 (+2 eff.) Maximum life: +44.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.1 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Quenchpassion the dwarven-steel torque of gale force [power 230] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +30 (+6 eff.) Damage when hit (Melee): 4 cold Physical save: +6 (+2 eff.) Spell save: +18 (+8 eff.) Pinning immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 359 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Armyruineg the StokekillerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +7.0% Changes stats: +6 Con Changes resistances: +9% acid / +6% fire Changes damage: +6% acid Critical mult.: +15.00% Physical save: +12 (+4 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
| On fingers | voratun fire opal ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Defense: +12 (+2 eff.) Damage when hit (Melee): 4 light Changes resistances: +6% nature / +18% physical Changes resistances penetration: +10% light / +25% nature Changes damage: +18% physical / +15% light / +17% all Spellpower: +20 (+9 eff.) Spell crit. chance: +5% Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Light radius: +1 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
| Around neck | protective gold amulet of mastery (0.18 Steamtech / Avoidance)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Changes resistances cap: +3% all Talent mastery: +0.18 Steamtech / Avoidance Physical save: +7 (+2 eff.) Amulets make your neck look great! |
| In main hand | gunslinger's voratun steamgun of enduring Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 74 damage Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +10 Con / +10 Wil Changes damage: +12% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Critical mult.: +9.00% Maximum life: +25.00 Steampower: +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | monstrous drakeskin leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Str / +5 Dex / +4 Cun / +5 Con / +6 Lck Trap disarming bonus: +5 Stealth bonus: +7 Physical save: +10 (+3 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
| In off hand | stormbringer's voratun steamgun of piercing Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +19 lightning / +28 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +13% lightning / +16% cold / +10% all Movement speed: +30% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Relgiduneg the Arcbrace (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +3 Cun / +4 Dex Changes resistances: +24% lightning Changes damage: +21% lightning Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +40% Only die when reaching: -40.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic reinforced leather armour of Eyal (12 def, 30 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +30 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +19% fire / +16% physical Reduces incoming crit damage: 35.00% Life regen: +7.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 148% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 148% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 142% / cooldown 90%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 142% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 414%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to increase movement speed by 414% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Scorpionlore the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Defense: +25 (+5 eff.) Changes resistances: +9% nature Changes damage: +27% nature Physical save: +22 (+7 eff.) Spell save: +20 (+8 eff.) Mental save: +12 (+4 eff.) Maximum stamina: +30.00 Amulets make your neck look great! |
Xerurin the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Mag Changes resistances: +3% temporal Changes damage: +6% acid / +7% fire / +6% cold / +7% lightning Blindness immunity: +25% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +9 Sight radius: +2 See invisible: +32 Amulets make your neck look great! |
cleansing stralite amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +16% nature / +14% blight Poison immunity: +40% Disease immunity: +30% Amulets make your neck look great! |
stabilizing gold amulet of mastery (0.16 Steamtech / Bullets mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Talent mastery: +0.16 Steamtech / Bullets mastery Pinning immunity: +24% Knockback immunity: +31% Amulets make your neck look great! |
voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Critical mult.: +14.00% Amulets make your neck look great! |
psionicist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +17% acid / +13% fire / +10% lightning / +13% cold Mental save: +10 (+3 eff.) Rings make your fingers look great! |
stralite amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +8 Cun / +8 Dex Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
voratun battleaxe 'Jetworm' (168% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +21 darkness / +8 fire Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +16 darkness Damage against: +16% Living / +33% Unnatural When wielded/worn: Armour penetration: +17 Physical crit. chance: +17.0% Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% darkness Critical mult.: +47.00% Massive two-handed battleaxes. |
dwarven-steel steamgun 'Eradrasin'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Changes resistances: +20% blight / +6% acid Critical mult.: +20.00% Stamina each turn: +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of true flightRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 4). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +12.0% Life regen: +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun of true flightRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +10 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +8% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blizzardtrial (13 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +13 (+3 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +9% fire Changes resistances penetration: +25% cold Changes damage: +18% cold Physical save: +32 (+9 eff.) Spell save: +16 (+7 eff.) Mental save: +37 (+12 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Changes stats: +2 Str / +3 Dex / +2 Con Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+3 eff.) Stamina each turn: +0.60 Maximum life: +47.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Life regen: +6.00 Stamina each turn: +0.50 Maximum stamina: +15.00 Healing mod.: +10% A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 188.27 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Ulfatondur (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +5 Wil / +4 Cun Mana each turn: +0.20 Hate when firing a critical mind attack: +3.00 Maximum psi: +40.00 Maximum vim: +30.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glenn the Shimmerstreak (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +8 Dex / +6 Wil Stamina when hit: +2.10 Equilibrium when hit: +1.20 A hat made of leather. Very stylish. |
Unryharakath the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Critical mult.: +20.00% Physical save: +18 (+6 eff.) Maximum mana: +40.00 Spell crit. chance: +6% A cap made of leather. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Khelorand the Glowseam (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +2 Str Changes resistances: +6% blight / +18% lightning / +6% light / +12% nature Changes resistances penetration: +25% light Changes damage: +8% nature Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dreamer's alchemist's lamp of healthInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+2 eff.) Maximum life: +50.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.1 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 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. |
2 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 202 power out of 272/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 42] amazing fiery salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 188% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 612] amazing healing salve [power 612]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 188% efficiency and 53% cooldown modifier. It can be used to heal 612 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 535] amazing pain suppressor salve [power 535]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 188% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -535 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great pain suppressor salve [power 459] great pain suppressor salve [power 459]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 188% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -459 life and reduces all damage by 24% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful frost salve [power 32] powerful frost salve [power 32]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 188% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 442] powerful healing salve [power 442]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 188% efficiency and 53% cooldown modifier. It can be used to heal 442 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 32] powerful water salve [power 32]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 188% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of stralite shots of grasping (22/22, 156% power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 156% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 200 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots (19/19, 176% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +15.0% Capacity: 19 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
potent second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Damage (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 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. |
2 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Oh no, this is terrible, the Halfling Gunslinger level 29
37th Pyre 123rd year of Ascendancy at 12:37 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Oh no, this is terrible, the Halfling Gunslinger level 37
42nd Dusk 123rd year of Ascendancy at 12:03 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Oh no, this is terrible, the Halfling Gunslinger level 29
20th Pyre 123rd year of Ascendancy at 08:39 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Oh no, this is terrible, the Halfling Gunslinger level 20
65th Haze 122nd year of Ascendancy at 12:04 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Oh no, this is terrible, the Halfling Gunslinger level 34
34th Dusk 123rd year of Ascendancy at 11:33 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Oh no, this is terrible, the Halfling Gunslinger level 35
39th Dusk 123rd year of Ascendancy at 00:27 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Oh no, this is terrible, the Halfling Gunslinger level 33
47th Pyre 123rd year of Ascendancy at 07:42 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Oh no, this is terrible, the Halfling Gunslinger level 32
43rd Pyre 123rd year of Ascendancy at 18:08 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Oh no, this is terrible, the Halfling Gunslinger level 38
42nd Dusk 123rd year of Ascendancy at 21:44 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Oh no, this is terrible, the Halfling Gunslinger level 17
1st Haze 122nd year of Ascendancy at 13:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Oh no, this is terrible, the Halfling Gunslinger level 20
60th Haze 122nd year of Ascendancy at 11:42 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Oh no, this is terrible, the Halfling Gunslinger level 26
66th Regrowth 123rd year of Ascendancy at 11:12 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Oh no, this is terrible, the Halfling Gunslinger level 25
15th Regrowth 123rd year of Ascendancy at 10:19 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Oh no, this is terrible, the Halfling Gunslinger level 22
3rd Decay 122nd year of Ascendancy at 14:34 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Oh no, this is terrible, the Halfling Gunslinger level 39
72nd Dusk 123rd year of Ascendancy at 04:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Oh no, this is terrible, the Halfling Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 14:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Oh no, this is terrible, the Halfling Gunslinger level 20
18th Haze 122nd year of Ascendancy at 06:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Oh no, this is terrible, the Halfling Gunslinger level 30
39th Pyre 123rd year of Ascendancy at 17:29 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Oh no, this is terrible, the Halfling Gunslinger level 26
60th Regrowth 123rd year of Ascendancy at 16:02 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Oh no, this is terrible, the Halfling Gunslinger level 25
22nd Regrowth 123rd year of Ascendancy at 10:44 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Oh no, this is terrible, the Halfling Gunslinger level 20
80th Haze 122nd year of Ascendancy at 22:09 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Oh no, this is terrible, the Halfling Gunslinger level 32
43rd Pyre 123rd year of Ascendancy at 20:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Oh no, this is terrible, the Halfling Gunslinger level 35
39th Dusk 123rd year of Ascendancy at 00:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Oh no, this is terrible, the Halfling Gunslinger level 9
2nd Mirth 122nd year of Ascendancy at 06:19 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Oh no, this is terrible, the Halfling Gunslinger level 16
1st Time of Equilibrium 122nd year of Ascendancy at 05:35 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Oh no, this is terrible, the Halfling Gunslinger level 38
70th Dusk 123rd year of Ascendancy at 05:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Oh no, this is terrible, the Halfling Gunslinger level 27
70th Regrowth 123rd year of Ascendancy at 06:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Oh no, this is terrible, the Halfling Gunslinger level 18
6th Haze 122nd year of Ascendancy at 21:29 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Oh no, this is terrible, the Halfling Gunslinger level 28
19th Pyre 123rd year of Ascendancy at 17:27 see stats
Log
You are yanked out of this place!
Rested for 31 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
You transfer Steam Powered Boots (8 def, 15 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Hathigrim (3 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You don't see how to get there...
There is a teleportation circle to the surface here (press '' or right click to use).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Oh no, this is terrible, deactivates his cloak's restoration systems.






















































































































