















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/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:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Adventurer |
Level / Exp | 115 / 8% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 158 (base 120) |
Dexterity | 135 (base 17) |
Constitution | 113 (base 12) |
Magic | 223 (base 120) |
Willpower | 151 (base 35) |
Cunning | 256 (base 120) |
Resources
Mana | 805/1199 |
Life | 3680/3845 |
Paradox | 300 |
Hate | 104/104 |
Psi | 407/588 |
Vim | 543/543 |
Positive | 349/372 |
Stamina | 648/840 |
Steam | 69/115 |
Healing Factor | 2.1159363957597 |
Regeneration | 27.189782685513 |
Speed
Mental | +76.84644055474% |
Attack | 0% |
Movement | +481.27660202787% |
Spell | 0% |
Global | +206.37190210974% |
Vision
Sight | 10 |
Lite | 15 |
See Invisible | 10 |
Offense: Mainhand
Damage | 516 |
Accuracy | 105 |
Crit Chance | 127% |
APR | 16 |
Speed | 0.57 |
Offense: Offhand
Damage | 516 |
Accuracy | 105 |
Crit Chance | 127% |
APR | 16 |
Speed | 0.57 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 81% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +23% |
Mind | +26% |
All | +8% |
Lightning | +17% |
Light | +36% |
Temporal | +36% |
Physical | +193% |
Fire | +27% |
Darkness | +32% |
Offense: Damage Penetration
Lightning | +21% |
Temporal | +16% |
Physical | +110% |
Arcane | +22% |
Mind | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 180.34473091716 (100%) |
Defense | 73 |
Ranged Defense | 78 |
Fatigue | 19 |
Physical Save | 95.2 |
Spell Save | 67.2 |
Mental Save | 88 |
Defense: Resistances
Acid | + 76%( 76%) |
Physical | + 82%( 83%) |
Cold | + 76%( 76%) |
All | + 81%( 76%) |
Darkness | + 86%( 86%) |
Light | + 76%( 76%) |
Temporal | + 76%( 76%) |
Lightning | + 76%( 76%) |
Fire | + 76%( 76%) |
Mind | + 76%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Poison Resistance | 95% |
Blind Resistance | 80% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 258% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.1 steam per turn. Can be activated for an instant burst of 115 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.9 steam per turn. Can be activated for an instant burst of 114 steam. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1165% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Cursed / Rampage | 1.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 1/5 |
Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 11/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Field control | 0.80 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 10/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Molten Iron Blood |
talent | Chant of Fortitude |
talent | Bone Shield |
talent | Agile Gunner |
talent | Abyssal Shield |
talent | Automated Cloak Tessellation |
talent | Essence of Speed |
talent | Premonition |
talent | Beyond the Flesh |
beneficial effect | All stats increased by 79. Pain Enhancement System |
beneficial effect | Inspired by a recent kill increasing all resistance by 10%. Orcish Triumph |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+20% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +13 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 20 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Reduces fire damage received by 28%. Premonition Shield |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is rampaging! (+481% movement speed, +77% attack speed, +56% physical damage, +31 physical save, +31 mental save, 0/51 damage shrugged off this turn) Rampaging |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Death |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 |
You successfully escorted the injured seer to the recall portal on level 110 of Infinite Dungeon. Escort: injured seer (level 110 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 83 of Infinite Dungeon. Escort: lost anorithil (level 83 of Infinite Dungeon)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 82 of Infinite Dungeon. Escort: lost sun paladin (level 82 of Infinite Dungeon)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 95 of Infinite Dungeon. Escort: lost tinker (level 95 of Infinite Dungeon)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 101 of Infinite Dungeon. Escort: lost warrior (level 101 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 76 of Infinite Dungeon. Escort: lost warrior (level 76 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 106 of Infinite Dungeon. Escort: temporal explorer (level 106 of Infinite Dungeon)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 80 of Infinite Dungeon. Escort: temporal explorer (level 80 of Infinite Dungeon)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 98 of Infinite Dungeon. Escort: worried loremaster (level 98 of Infinite Dungeon)As a reward you improved talent Disarm (+1 level(s)). | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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 |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 103) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 108)You completed the challenge and received: Random Artifact: Airstreaker (Shrouds) (8 def, 10 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 112) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 81)You completed the challenge and received: Random Artifact: Boltsaw (30-36 power, 6 apr, temporal element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 87)You completed the challenge and received: Random Artifact: Dairykor (18 def, 9 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 88)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: Random Artifact: Sootream (3 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 93)You completed the challenge and received: Random Artifact: Rootfiend (17-25.5 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 97) | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 79)3 / 3 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 99)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 96)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 102)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 94)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level in less than 189 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (189) (Level 84)Turns left: -1 | failed |
Leave the level in less than 237 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (237) (Level 75)Turns left: 62 You completed the challenge and received: Random Artifact: Furnacerain (38-49.4 power, 9 apr) | done |
Leave the level in less than 279 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (279) (Level 78)Turns left: 191 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 378 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (378) (Level 105)Turns left: 316 You completed the challenge and received: Random Artifact: Brandmarrow (Madness) (12 def, 3 armour, 207.5 block) | done |
Leave the level in less than 405 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (405) (Level 86)Turns left: 196 You completed the challenge and received: +1 Class Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | 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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Psionic focus | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 137 damage Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Defense: +8 (+2 eff.) Fatigue: -6% Changes stats: +3 Cun Changes resistances: +12% mind / +12% light Changes resistances penetration: +22% physical Changes damage: +9% lightning / +31% physical / +9% mind Critical mult.: +50.00% Mental save: +15 (+3 eff.) Confusion immunity: +15% Knockback immunity: +20% Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 89.5 - 107.4 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +7.0% Capacity: 21 Travel speed: +300% Damage (Ranged): +12 fire / +74 mind / +36 physical Burst (radius 1) on hit: +20 mind When wielded/worn: Talent granted: +5 Explosive Shell Curse of Nightmares Shots are used with slings to pummel your foes to death. |
On hands | ![]() 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! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +200% Steam crit. chance: +10% Curse of Nightmares Gauntlets. But with steam power! |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +22 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight Changes damage: +18% physical / +9% temporal / +9% light / +15% arcane Physical save: +40 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Spell crit. chance: +5% Light radius: +9 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 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! The set is complete. When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+3 eff.) Blindness immunity: +100% Curse of Corpses A Helmet. But with steam power! |
On feet | ![]() 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! The set is complete. When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +15 (+2 eff.) Pinning immunity: +125% Knockback immunity: +25% Teleport immunity: +100% Generate 7 steam each time you walk. Curse of Shrouds Boots. But with steam power! |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +2 Dex / +8 Wil Changes resistances penetration: +10% mind Changes damage: +9% fire Grants telepathy: All Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum hate: +4.00 Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +8 Mag / +8 Wil / +16 Cun Changes resistances: +12% darkness Changes damage: +6% darkness / +9% light Mana when firing critical spell: +2.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +4% Mindpower: +28 (+5 eff.) Light radius: +2 Curse of Shrouds Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +15% physical Changes damage: +18% physical Physical save: +30 (+5 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +35% Life regen: +0.40 Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +20% Curse of Nightmares Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +7 Defense: +11 (+2 eff.) Effects on melee hit: * 50% chance to blind Changes resistances: +12% temporal / +9% fire Changes resistances cap: +6% all Changes resistances penetration: +15% physical Critical mult.: +12.00% Physical save: +20 (+3 eff.) Poison immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +20% Maximum stamina: +25.00 Healing mod.: +35% Curse of Shrouds Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 60% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 139 damage Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +28 (+5 eff.) Physical crit. chance: +21.0% Ammo reloads per turn: +5 Changes stats: +2 Str / +9 Mag / +3 Wil Changes resistances penetration: +9% temporal / +10% arcane / +15% physical Changes damage: +10% temporal / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Critical mult.: +15.00% Stamina each turn: +0.20 Mana when firing critical spell: +7.00 Maximum life: +20.00 Maximum mana: +80.00 Defense after a teleport: +15 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +7% acid / +9% fire / +7% lightning / +7% cold Changes resistances penetration: +15% physical Changes damage: +12% physical Stamina each turn: +0.00 Mana each turn: +0.00 Psi each turn: +0.00 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to daze at end of turn * flashes light on your target dealing 136 damage Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +3 Dex / +4 Mag / +4 Wil / +10 Cun / +4 Con Changes resistances: +12% mind Changes resistances penetration: +14% lightning / +21% physical / +5% arcane Changes damage: +9% temporal / +9% mind / +35% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +15.00% Hate when firing a critical mind attack: +5.00 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +24 Defense: +20 (+5 eff.) Ranged Defense: +17 (+4 eff.) Damage when hit (Melee): 24 darkness Changes stats: +4 Cun / +5 Con Changes resistances: +30% lightning / +26% cold Changes damage: +18% darkness Critical mult.: +25.00% Stun/Freeze immunity: +50% Life regen: +1.20 Stamina each turn: +1.00 Maximum stamina: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 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! The set is complete. When wielded/worn: Physical power: +22 (+3 eff.) Armour: +25 Armour Hardiness: +0% Defense: +23 (+5 eff.) Fatigue: +12% Changes stats: +9 Str / +6 Dex Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+8 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +50% Life regen: +10.00 Steampower: +22 (+5 eff.) Maximum steam: +15.00 Curse of Misfortune 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
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 141% efficiency and cooldown mod of 75%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 179% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 27 for 11 turns. While Heroism is active, you will only die when reaching -1180 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 Willpower stat. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 21 for 8 turns. While Heroism is active, you will only die when reaching -575 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 Constitution stat. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Constitution stat. 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. |
![]() 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: 19 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 1230 damage for 8 turns. Its effects scale with your Cunning stat. 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Damage when hit (Melee): 16 lightning Changes stats: +10 Dex / +4 Mag / +5 Cun / +5 Con Changes resistances: +12% nature / +9% cold Changes resistances penetration: +10% blight Critical mult.: +20.00% Physical save: +17 (+2 eff.) Mental save: +6 (+1 eff.) Poison immunity: +15% Stun/Freeze immunity: +20% Teleport immunity: +10% Life regen: +3.00 Only die when reaching: -40.00 life Maximum life: +68.00 See invisible: +9 Curse of Misfortune Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Shrouds This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+5 eff.) Spellpower: +40 (+7 eff.) Mindpower: +40 (+7 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) Curse of Misfortune "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Physical crit. chance: +2.0% Effects on melee hit: * 30% chance to blind Changes stats: +1 Dex / +16 Wil Changes resistances: +4% physical Changes resistances penetration: +10% physical Critical mult.: +16.00% Mental save: +15 (+3 eff.) Confusion immunity: +25% Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum stamina: +10.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Healing mod.: +15% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Misfortune Amulets can have magical properties. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 Curse of Corpses This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Madness "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Mag Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Curse of Madness Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +16 (+4 eff.) Changes stats: +14 Lck Talent masteries: +0.34 Technique / Combat veteran +0.34 Cursed / Force of will Reduce all damage from unseen attackers: 16% Curse of Madness Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +7 Cun / +10 Con Changes damage: +8% blight / +9% fire Critical mult.: +16.00% Life regen: +0.90 Stamina each turn: +1.40 Spellpower: +7 (+2 eff.) Movement speed: +10% Curse of Nightmares Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +15 Mag / +8 Wil / +7 Cun Changes damage: +6% arcane / +18% mind Mental save: +40 (+8 eff.) Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +48% Life regen: +0.40 Maximum life: +80.00 Spellpower: +29 (+6 eff.) Infravision radius: +3 See invisible: +18 Curse of Misfortune Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Corpses It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. Curse of Nightmares It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. 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" |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 16 mind Changes stats: +7 Str / +3 Dex / +6 Wil / +9 Cun / +7 Con Changes resistances penetration: +10% mind Maximum encumbrance: +40 Mindpower: +10 (+2 eff.) Infravision radius: +3 Curse of Madness Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Madness It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 306.00 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +9% blight / +22% fire Changes damage: +11% fire Reduces incoming crit damage: 15.00% Physical save: +12 (+2 eff.) Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +10 Fatigue: -4% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Cun / +8 Wil Changes resistances: +36% acid Changes damage: +18% acid Life regen: +2.00 Maximum life: +94.00 Mindpower: +13 (+2 eff.) Light radius: +4 Healing mod.: +40% Curse of Shrouds Rings can have magical properties. |
![]() Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) Curse of Corpses A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) Curse of Misfortune A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Curse of Shrouds Strange coils encircle this extremely cold gun. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical 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 hit: * 60% chance to inflict 15% damage reduction * 20% chance to daze at end of turn Travel speed: +600% Damage (Ranged): +20 ice / +25 draining blight Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +4 lightning Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Armour: +15 Changes resistances: +12% lightning / +6% nature Changes resistances penetration: +10% nature / +15% cold Changes damage: +22% blight / +6% lightning / +9% darkness / +12% acid Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire Curse of Madness It's said that Talosis never lost an argument. Now you know why. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical 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 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +2 Mag / +8 Wil / +5 Cun Changes damage: +21% light Grants telepathy: Dragon Spell save: +12 (+2 eff.) Mana each turn: +0.08 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+3 eff.) Mental crit. chance: +4% Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical 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 When wielded/worn: Fatigue: -10% Changes stats: +11 Str / +3 Wil / +12 Con Talent mastery: +0.20 Wild-gift / Fungus Physical save: +15 (+2 eff.) Stamina each turn: +1.40 Psi when hit: +0.16 Maximum hate: +17.00 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +10 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Physical crit. chance: +13.0% Damage (Ranged): 25 manaburn arcane Changes stats: +1 Dex / +7 Wil / +8 Cun Changes resistances: +6% fire Changes resistances penetration: +18% physical Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Wild-gift / Antimagic Life regen: +0.40 Stamina each turn: +0.40 Mindpower: +15 (+3 eff.) Infravision radius: +2 See invisible: +3 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 42% chance to disease Damage when hit (Melee): 20 mind / 12 fire Changes stats: +6 Str / +6 Con Changes resistances: +15% blight / +24% temporal / +24% mind Changes resistances penetration: +15% blight / +40% temporal / +35% fire Changes damage: +9% mind / +15% fire Physical save: +14 (+2 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+5 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Wil / +6 Mag Changes resistances: +6% acid / +3% physical Physical save: +25 (+4 eff.) Spell save: +30 (+6 eff.) Mental save: +21 (+4 eff.) Disease immunity: +15% Silence immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +40% Teleport immunity: +15% Mana each turn: +0.53 Maximum life: +110.00 Maximum mana: +44.00 Curse of Shrouds A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Nightmares It can be used to surround yourself with a magical shield (strength 657, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +11 Dex / +8 Cun / +7 Lck Trap disarming bonus: +28 Stealth bonus: +9 Mental crit. chance: +13% Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Defense: +3 (+0 eff.) Fatigue: -10% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag / +8 Wil / +2 Cun Changes resistances: +20% nature / +20% blight Changes damage: +12% blight Mental save: +67 (+13 eff.) Life regen: +3.00 Maximum life: +90.00 Maximum stamina: +39.00 Spellpower: +4 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +5% Healing mod.: +30% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances: +0% lightning Physical save: +10 (+2 eff.) Stun/Freeze immunity: +0% Has a 50% chance each turn to slash an adjacent enemy for 1241 physical damage (based on Cunning), making them bleed. Curse of Nightmares This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +10 Defense: +27 (+6 eff.) Changes stats: +2 Dex Changes resistances: +20% fire / +25% light / +3% physical Stealth bonus: +15 Physical save: +28 (+4 eff.) Mental save: +15 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +14 Only die when reaching: -110.00 life Maximum life: +50.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Corpses It can be used to release a radius 4 chilling blast, instantly dealing 803.52 cold damage and condensing the air into freezing vapors that deal 267.84 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +0% lightning / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Stun/Freeze immunity: +0% Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 89.35 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Changes resistances: +0% lightning / +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+6 eff.) Stun/Freeze immunity: +0% Curse of Madness It can be used to activate talent Cloaking Device (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 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 85 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. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+4 eff.) Ranged Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +3 Dex / +4 Cun / +5 Con Changes resistances: +10% arcane / +30% darkness / +12% mind Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% mind Stealth bonus: +24 Physical save: +14 (+2 eff.) Pinning immunity: +20% Life regen: +0.40 Maximum life: +126.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes resistances: +0% lightning / +13% cold / +12% darkness Grants telepathy: Dragon Critical mult.: +10.00% Stun/Freeze immunity: +0% Mental crit. chance: +2% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +0% lightning / +15% cold Physical save: +10 (+2 eff.) Stun/Freeze immunity: +0% Curse of Shrouds This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Misfortune An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +11 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +1 Cun / +3 Wil Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +33 (+6 eff.) Disease immunity: +15% Silence immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Life regen: +4.10 Psi when hit: +0.20 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Healing mod.: +30% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +11% lightning / +9% temporal / +4% physical Changes resistances penetration: +25% physical Physical save: +30 (+5 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Curse of Shrouds A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +3 Cun / +7 Con Changes resistances: +4% physical Changes damage: +6% nature Physical save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 59% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes stats: +3 Cun Changes resistances penetration: +20% darkness Changes damage: +21% arcane Grants telepathy: Dragon Critical mult.: +20.00% Mental save: +15 (+3 eff.) Equilibrium when hit: +0.24 Maximum hate: +8.00 Mental crit. chance: +9% Curse of Madness A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Madness It can be used to blink to a nearby random location within range 21 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +27 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind / 20 temporal Changes stats: +4 Cun / +3 Dex Changes resistances: +3% physical / +6% nature / +9% darkness Changes resistances penetration: +10% mind / +10% temporal Reduces incoming crit damage: 20.00% Spell save: +9 (+2 eff.) Stun/Freeze immunity: +30% Teleport immunity: +15% Only die when reaching: -120.00 life Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Curse of Madness It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 159.51 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-1 eff.) Allows you to resist the most terrible assaults on your mind. Curse of Shrouds 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 Curse of Misfortune This jeweled crown shimmers with colors. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +9 Defense: +18 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +1 Dex / +1 Mag / +10 Cun / +1 Con Changes resistances: +6% nature / +6% fire / +25% mind / +5% physical Changes resistances penetration: +5% mind Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Spell save: +18 (+4 eff.) Mental save: +33 (+6 eff.) Blindness immunity: +5% Disease immunity: +15% Confusion immunity: +41% See invisible: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +0 (+0 eff.) Blindness immunity: +100% Steam crit. chance: +15% Curse of Nightmares This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Corpses It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Increases the range of Haste of the Doomed by 1. Curse of Madness An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Misfortune It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +4 Con Life regen: +2.00 Damage Shield Power: +13% Curse of Corpses It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 430.99 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Changes stats: +13 Lck / +10 Wil Changes resistances: +12% darkness / +9% blight / +6% cold / +6% mind / +6% all Changes damage: +6% light Physical save: +15 (+2 eff.) Mental save: +24 (+4 eff.) Blindness immunity: +20% Disarm immunity: +15% Teleport immunity: +25% Spell crit. chance: +8% Mental crit. chance: +8% Curse of Shrouds A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Cun / +10 Wil Changes resistances: +18% blight / +30% cold / +6% mind / +10% arcane Changes resistances penetration: +30% arcane / +10% blight Changes damage: +9% blight / +18% temporal / +18% arcane / +20% cold Mental save: +24 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Mental crit. chance: +8% Damage Shield Power: +15% Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 399 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Armour Hardiness: +0% Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+2 eff.) Curse of Misfortune This light leather armour features a special medical injector. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Armour Hardiness: +0% Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. Curse of Nightmares It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +26 Defense: +9 (+2 eff.) Fatigue: +18% Damage when hit (Melee): 12 physical / 40 light / 8 darkness Changes stats: +10 Str / +4 Dex / +9 Wil / +9 Cun Changes resistances: +12% acid / +15% physical / +23% darkness Changes damage: +9% darkness / +12% physical Physical save: +15 (+2 eff.) Mental save: +25 (+5 eff.) Light radius: +2 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +10 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +9 Str / +2 Wil / +10 Con Changes resistances: +15% darkness / +15% nature Changes damage: +10% nature Damage affinity(heal): +15% darkness Mana when firing critical spell: +2.00 Only die when reaching: -40.00 life Light radius: +1 Infravision radius: +9 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Armour: +8 Fatigue: -10% Damage when hit (Melee): 16 fire Changes stats: +7 Str / +8 Dex Changes resistances penetration: +20% physical Changes damage: +12% fire Physical save: +30 (+5 eff.) Maximum stamina: +15.00 Light radius: +4 Healing mod.: +20% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +8 (+1 eff.) Changes stats: +3 Str Critical mult.: +13.00% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +3 Mag / +6 Con Reduces incoming crit damage: 15.00% Light radius: +4 Infravision radius: +3 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 24 fire Changes stats: +7 Cun / +7 Mag Changes resistances: +6% temporal / +7% fire / +6% mind / +6% nature Stun/Freeze immunity: +10% Spellpower: +12 (+3 eff.) Light radius: -4 Infravision radius: +9 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 58% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 30 fire / 12 arcane / 8 blight Changes stats: +11 Cun Changes resistances: +13% blight / +10% fire / +12% darkness / +12% acid Changes resistances penetration: +15% blight / +20% mind / +15% arcane / +15% acid Changes damage: +9% acid / +9% mind Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: -6 Infravision radius: +15 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 46 blight damage or heals 64 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Corpses It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +11 Cun Physical save: +19 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +20 (+4 eff.) Light radius: -6 Infravision radius: +9 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +12 (+2 eff.) Blindness immunity: +34% Confusion immunity: +16% Light radius: +9 See stealth: +39 See invisible: +36 Curse of Madness It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 85 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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. |
amazing fiery salve [power 17] amazing fiery salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (17% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 17] amazing frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 249] amazing healing salve [power 249]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. It can be used to heal 249, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 218] amazing pain suppressor salve [power 218]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -218 life and reduces all damage by 30% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 17] amazing water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 70% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (17% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +24 darkness / +16 cold / +35 mind Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +16 mind / +16 darkness When wielded/worn: Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * Slows global speed by 20% * 36% chance to disease Damage (Ranged): +8 darkness / +35 blight / +16 mind Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature / +24 darkness Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 77.5 - 93.0 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +31.0% Capacity: 23 On weapon hit: * Slows global speed by 60% * 20% chance to inflict 15% damage reduction Travel speed: +400% Damage (Ranged): +4 darkness / +33 cold / +4 fire Burst (radius 1) on hit: +4 darkness / +16 nature Burst (radius 2) on crit: +14 cold / +4 nature / +12 arcane Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 68% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target Damage (Ranged): +20 lightning / +20 mind / +16 darkness Burst (radius 1) on hit: +32 mind Burst (radius 2) on crit: +16 darkness / +40 mind Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Curse of Shrouds Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 83% chance to cause random gloom * 60% chance to disease Damage (Ranged): +15 light / +16 blight / +8 fire / +16 arcane / +24 darkness Burst (radius 1) on hit: +24 darkness Burst (radius 2) on crit: +20 blight / +12 fire / +28 darkness Damage against: +30% Undead Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.0 - 64.8 Uses stats: 40% Wil, 50% Mag, 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.5% Capacity: 50 Turns elapse between self-loadings: 2 On weapon hit: * 25% chance to put talents on cooldown Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered 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 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered 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! |
![]() Powered 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 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 fire / 4 mind / 8 nature Changes stats: +1 Wil Changes resistances: +9% nature / +6% temporal Maximum wards: +6 physical / +7 mind / +10 darkness Changes resistances penetration: +20% mind Changes damage: +9% fire Talent granted: +2 Ward Blindness immunity: +10% Disarm immunity: +25% Knockback immunity: +10% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum psi: +40.00 Curse of Madness It can be used to teleport randomly (rad 58), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Damage when hit (Melee): 20 physical Changes stats: +7 Str Changes resistances: +9% temporal / +12% cold / +3% physical Changes damage: +39% acid / +15% lightning Physical save: +9 (+2 eff.) Mental save: +18 (+3 eff.) Life regen: +1.20 Maximum life: +30.00 Curse of Nightmares It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 12 arcane Changes damage: +18% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Life regen: +0.80 Curse of Corpses It can be used to remove up to 4 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +14 Changes stats: +3 Con Changes resistances penetration: +15% light Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Stamina each turn: +0.40 Healing mod.: +15% Curse of Misfortune It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% darkness / +4% physical Changes damage: +12% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +25.00% Spell save: +12 (+2 eff.) Mental save: +30 (+6 eff.) Poison immunity: +20% Disease immunity: +35% Disarm immunity: +25% Knockback immunity: +20% Teleport immunity: +20% Only die when reaching: -120.00 life Maximum hate: +8.00 Maximum psi: +30.00 Curse of Shrouds It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 12 fire Changes resistances: +9% lightning / +15% temporal Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes damage: +12% darkness / +9% arcane Talents granted: +5 Void Blast +1 Ward Reduces incoming crit damage: 10.00% Spell save: +40 (+8 eff.) Poison immunity: +15% Disease immunity: +20% Confusion immunity: +35% Curse of Shrouds It can be used to creates a wall of flames lasting 4 turns (dealing 453 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Awesome Gunner the Orc Adventurer level 41
46th Loss 124th year of Ascendancy at 22:59 see stats
By Awesome Gunner the Orc Adventurer level 12
38th Retaking 124th year of Ascendancy at 08:36 see stats
By Awesome Gunner the Orc Adventurer level 30
37th Pain 124th year of Ascendancy at 04:08 see stats
By Awesome Gunner the Orc Adventurer level 95
35th Retaking 125th year of Ascendancy at 22:15 see stats
By Awesome Gunner the Orc Adventurer level 53
6th Retaking 125th year of Ascendancy at 18:31 see stats
By Awesome Gunner the Orc Adventurer level 40
40th Loss 124th year of Ascendancy at 16:07 see stats
By Awesome Gunner the Orc Adventurer level 55
9th Retaking 125th year of Ascendancy at 18:27 see stats
By Awesome Gunner the Orc Adventurer level 106
43rd Retaking 125th year of Ascendancy at 04:15 see stats
By Awesome Gunner the Orc Adventurer level 26
14th Pain 124th year of Ascendancy at 22:32 see stats
By Awesome Gunner the Orc Adventurer level 110
45th Retaking 125th year of Ascendancy at 14:13 see stats
By Awesome Gunner the Orc Adventurer level 96
36th Retaking 125th year of Ascendancy at 12:20 see stats
By Awesome Gunner the Orc Adventurer level 60
13rd Retaking 125th year of Ascendancy at 14:43 see stats
By Awesome Gunner the Orc Adventurer level 80
25th Retaking 125th year of Ascendancy at 12:30 see stats
By Awesome Gunner the Orc Adventurer level 90
32nd Retaking 125th year of Ascendancy at 04:04 see stats
By Awesome Gunner the Orc Adventurer level 10
31st Retaking 124th year of Ascendancy at 04:20 see stats
By Awesome Gunner the Orc Adventurer level 20
19th Revenge 124th year of Ascendancy at 17:41 see stats
By Awesome Gunner the Orc Adventurer level 30
23rd Pain 124th year of Ascendancy at 06:20 see stats
By Awesome Gunner the Orc Adventurer level 40
52nd Dearth 124th year of Ascendancy at 23:21 see stats
By Awesome Gunner the Orc Adventurer level 50
13rd Remembrance 125th year of Ascendancy at 22:28 see stats
By Awesome Gunner the Orc Adventurer level 45
38th Destruction 124th year of Ascendancy at 05:49 see stats
By Awesome Gunner the Orc Adventurer level 50
42nd Remembrance 125th year of Ascendancy at 04:14 see stats
By Awesome Gunner the Orc Adventurer level 49
6th Remembrance 125th year of Ascendancy at 01:56 see stats
By Awesome Gunner the Orc Adventurer level 67
17th Retaking 125th year of Ascendancy at 17:02 see stats
By Awesome Gunner the Orc Adventurer level 33
30th Dearth 124th year of Ascendancy at 06:16 see stats
By Awesome Gunner the Orc Adventurer level 41
3rd Destruction 124th year of Ascendancy at 00:33 see stats
By Awesome Gunner the Orc Adventurer level 31
6th Dearth 124th year of Ascendancy at 11:47 see stats
By Awesome Gunner the Orc Adventurer level 50
31st Remembrance 125th year of Ascendancy at 20:54 see stats
By Awesome Gunner the Orc Adventurer level 36
37th Dearth 124th year of Ascendancy at 14:07 see stats
By Awesome Gunner the Orc Adventurer level 50
25th Remembrance 125th year of Ascendancy at 11:12 see stats
By Awesome Gunner the Orc Adventurer level 25
14th Pain 124th year of Ascendancy at 05:08 see stats
By Awesome Gunner the Orc Adventurer level 50
32nd Remembrance 125th year of Ascendancy at 02:20 see stats
By Awesome Gunner the Orc Adventurer level 35
35th Dearth 124th year of Ascendancy at 23:08 see stats
By Awesome Gunner the Orc Adventurer level 20
19th Revenge 124th year of Ascendancy at 23:23 see stats
By Awesome Gunner the Orc Adventurer level 33
30th Dearth 124th year of Ascendancy at 06:16 see stats
Log
Awesome Gunner uses Static Shot.
Aerema the umber hulk deflects the projectile from Awesome Gunner but fumbles!
You feel your rampage slowing down. (-1 duration)
Awesome Gunner's Shoot performs a ranged critical strike against Aerema the umber hulk!
Awesome Gunner's tinker attains critical power!
Awesome Gunner's tinker attains critical power!
Awesome Gunner's Shoot hits Aerema the umber hulk for (4765 resilience), 5352 physical, 129 physical, 75 mind, 0 fire, 0 mind, 477 light (6034 total damage).
Awesome Gunner's Shoot hits Aerema the umber hulk for 3476 physical, 129 physical, 0 fire, 75 mind, 20 mind, 0 light (3700 total damage).
Awesome Gunner's Static Shot performs a ranged critical strike against Aerema the umber hulk!
Awesome Gunner's Static Shot performs a ranged critical strike against Aerema the umber hulk!
An elite foe has fallen to your hate! (+58 hate)
You collect a new ingredient: xorn fragment (1).
Awesome Gunner's Static Shot hits Aerema the umber hulk for 0 lightning, 0 physical, 75 mind, 0 fire, 20 mind, 3335 lightning (3431 total damage).
Awesome Gunner's Static Shot killed Aerema the umber hulk!
Awesome Gunner is no longer rampaging.
Awesome Gunner tessellates his cloak!
Awesome Gunner deactivates Beyond the Flesh.
Awesome Gunner deactivates Chant of Fortitude.
Awesome Gunner deactivates Steam Powered Armour.
Awesome Gunner is no longer inspired.
Awesome Gunner deactivates Abyssal Shield.
Awesome Gunner deactivates Bone Shield.
Awesome Gunner deactivates Premonition.
Awesome Gunner no longer feels strong.
Awesome Gunner deactivates Agile Gunner.
Awesome Gunner deactivates Molten Iron Blood.
The protective shield of Awesome Gunner disappears.
Awesome Gunner deactivates Essence of Speed.