















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 48 / 86% |
Size | big |
Lifes / Deaths | Killed by Salyribeth the steam giant guard at level 10 on the 18th Retaking 124th year of Ascendancy at 03:38 / 129Killed by Salyribeth the steam giant guard at level 10 on the 18th Retaking 124th year of Ascendancy at 03:53 Killed by High Guard Talosis at level 11 on the 18th Retaking 124th year of Ascendancy at 23:48 Killed by sun-mage at level 12 on the 24th Retaking 124th year of Ascendancy at 00:08 Killed by sun-mage at level 12 on the 24th Retaking 124th year of Ascendancy at 16:55 Killed by sun-mage recruit at level 12 on the 25th Retaking 124th year of Ascendancy at 20:02 Killed by sun-mage at level 13 on the 26th Retaking 124th year of Ascendancy at 12:55 Killed by sun paladin recruit at level 13 on the 27th Retaking 124th year of Ascendancy at 15:22 Killed by Outpost Leader John at level 13 on the 27th Retaking 124th year of Ascendancy at 16:21 Killed by whitehoof ghoul at level 14 on the 41st Retaking 124th year of Ascendancy at 22:49 Killed by whitehoof ghoul at level 14 on the 41st Retaking 124th year of Ascendancy at 23:01 Killed by whitehoof invoker at level 15 on the 42nd Retaking 124th year of Ascendancy at 04:02 Killed by fire drake hatchling at level 16 on the 3rd Revenge 124th year of Ascendancy at 09:33 Killed by netherworm mass at level 16 on the 3rd Revenge 124th year of Ascendancy at 17:59 Killed by netherworm mass at level 16 on the 3rd Revenge 124th year of Ascendancy at 19:40 Killed by netherworm mass at level 16 on the 3rd Revenge 124th year of Ascendancy at 19:59 Killed by giant netherworm at level 16 on the 3rd Revenge 124th year of Ascendancy at 20:25 Killed by netherworm mass at level 16 on the 3rd Revenge 124th year of Ascendancy at 20:38 Killed by giant netherworm at level 16 on the 3rd Revenge 124th year of Ascendancy at 20:48 Killed by giant netherworm at level 16 on the 3rd Revenge 124th year of Ascendancy at 21:02 Killed by stale sewer water at level 16 on the 11st Revenge 124th year of Ascendancy at 12:17 Killed by stale sewer water at level 16 on the 11st Revenge 124th year of Ascendancy at 12:57 Killed by Esmothe the human at level 16 on the 13rd Revenge 124th year of Ascendancy at 01:16 Killed by Ilarol the human at level 16 on the 13rd Revenge 124th year of Ascendancy at 09:42 Killed by Cadaol the human at level 16 on the 18th Revenge 124th year of Ascendancy at 09:55 Killed by Ematta the ritch hunter at level 18 on the 23rd Revenge 124th year of Ascendancy at 13:08 Killed by orc necromancer at level 19 on the 23rd Revenge 124th year of Ascendancy at 22:14 Killed by ritch centipede at level 19 on the 23rd Revenge 124th year of Ascendancy at 22:45 Killed by Goldata the awoken tentacle tree at level 20 on the 24th Revenge 124th year of Ascendancy at 14:01 Killed by ritch larva at level 21 on the 24th Revenge 124th year of Ascendancy at 22:29 Killed by Arrilaion the human at level 21 on the 26th Revenge 124th year of Ascendancy at 17:27 Killed by Gusnan the human at level 21 on the 26th Revenge 124th year of Ascendancy at 17:40 Killed by Gusnan the human at level 21 on the 26th Revenge 124th year of Ascendancy at 17:55 Killed by Athhaco the human at level 22 on the 30th Revenge 124th year of Ascendancy at 00:14 Killed by Docnan the human at level 22 on the 37th Revenge 124th year of Ascendancy at 07:58 Killed by netherworm mass at level 25 on the 45th Revenge 124th year of Ascendancy at 07:34 Killed by luminous horror at level 25 on the 46th Revenge 124th year of Ascendancy at 12:41 Killed by worm that walks at level 25 on the 46th Revenge 124th year of Ascendancy at 19:10 Killed by luminous horror at level 25 on the 46th Revenge 124th year of Ascendancy at 23:40 Killed by Star Gazer at level 27 on the 6th Pain 124th year of Ascendancy at 03:05 Killed by Star Gazer at level 27 on the 6th Pain 124th year of Ascendancy at 03:19 Killed by Emobreda at level 28 on the 14th Pain 124th year of Ascendancy at 14:50 Killed by Sleeping Ce'Naba at level 28 on the 15th Pain 124th year of Ascendancy at 19:07 Killed by Sleeping Ce'Naba at level 28 on the 15th Pain 124th year of Ascendancy at 19:18 Killed by Sleeping Ce'Naba at level 28 on the 15th Pain 124th year of Ascendancy at 20:03 Killed by Dozing Gileth at level 28 on the 15th Pain 124th year of Ascendancy at 20:55 Killed by Onrioow the human at level 29 on the 1st Dearth 124th year of Ascendancy at 18:59 Killed by undead wyrm at level 31 on the 9th Dearth 124th year of Ascendancy at 23:55 Killed by Ureslak the Eternal at level 31 on the 10th Dearth 124th year of Ascendancy at 00:48 Killed by shadow at level 31 on the 10th Dearth 124th year of Ascendancy at 01:00 Killed by Ureslak the Eternal at level 31 on the 10th Dearth 124th year of Ascendancy at 01:13 Killed by Ureslak the Eternal at level 31 on the 10th Dearth 124th year of Ascendancy at 01:57 Killed by orc high pyromancer at level 32 on the 10th Dearth 124th year of Ascendancy at 03:56 Killed by fiery orc wyrmic at level 32 on the 10th Dearth 124th year of Ascendancy at 04:11 Killed by greater multi-hued wyrm at level 32 on the 10th Dearth 124th year of Ascendancy at 05:36 Killed by cold drake at level 32 on the 10th Dearth 124th year of Ascendancy at 08:10 Killed by faerlhing at level 32 on the 10th Dearth 124th year of Ascendancy at 08:21 Killed by faerlhing at level 32 on the 10th Dearth 124th year of Ascendancy at 08:30 Killed by storm drake at level 32 on the 11st Dearth 124th year of Ascendancy at 00:54 Killed by undead wyrm at level 32 on the 11st Dearth 124th year of Ascendancy at 01:53 Killed by faerlhing at level 33 on the 15th Dearth 124th year of Ascendancy at 17:21 Killed by hethugoroth at level 33 on the 15th Dearth 124th year of Ascendancy at 17:57 Killed by retaliator of Atmos at level 33 on the 15th Dearth 124th year of Ascendancy at 22:18 Killed by toxic cannister at level 34 on the 16th Dearth 124th year of Ascendancy at 18:30 Killed by retaliator of Atmos at level 35 on the 17th Dearth 124th year of Ascendancy at 07:54 Killed by Siath the shalore at level 35 on the 31st Dearth 124th year of Ascendancy at 22:03 Killed by Siath the shalore at level 35 on the 31st Dearth 124th year of Ascendancy at 22:21 Killed by Katron the shalore at level 35 on the 35th Dearth 124th year of Ascendancy at 22:45 Killed by Katron the shalore at level 35 on the 35th Dearth 124th year of Ascendancy at 22:56 Killed by Katron the shalore at level 35 on the 35th Dearth 124th year of Ascendancy at 23:05 Killed by Katron the shalore at level 35 on the 35th Dearth 124th year of Ascendancy at 23:21 Killed by Katron the shalore at level 35 on the 35th Dearth 124th year of Ascendancy at 23:31 Killed by Faanronhel the shalore at level 37 on the 38th Dearth 124th year of Ascendancy at 21:36 Killed by Amendie the shalore at level 37 on the 43rd Dearth 124th year of Ascendancy at 17:33 Killed by crimson crystal at level 37 on the 52nd Dearth 124th year of Ascendancy at 17:39 Killed by Lhameionmae the shalore at level 38 on the 25th Loss 124th year of Ascendancy at 06:41 Killed by Osin the shalore at level 38 on the 25th Loss 124th year of Ascendancy at 07:03 Killed by Osin the shalore at level 38 on the 25th Loss 124th year of Ascendancy at 07:15 Killed by Osin the shalore at level 38 on the 25th Loss 124th year of Ascendancy at 07:25 Killed by High Sun Paladin Aeryn at level 38 on the 45th Loss 124th year of Ascendancy at 11:14 Killed by High Sun Paladin Aeryn at level 38 on the 45th Loss 124th year of Ascendancy at 11:28 Killed by Emelolaith the shalore liberator at level 38 on the 45th Loss 124th year of Ascendancy at 12:16 Killed by sun-mage at level 39 on the 46th Loss 124th year of Ascendancy at 19:05 Killed by Adidaba the shalore liberator at level 40 on the 47th Loss 124th year of Ascendancy at 15:09 Killed by Adidaba the shalore liberator at level 40 on the 47th Loss 124th year of Ascendancy at 15:18 Killed by Adidaba the shalore liberator at level 40 on the 47th Loss 124th year of Ascendancy at 15:42 Killed by Adidaba the shalore liberator at level 40 on the 47th Loss 124th year of Ascendancy at 15:59 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 19:03 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 19:14 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 19:26 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 19:47 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 19:59 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 20:14 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 20:49 Killed by High Sun Paladin Aeryn at level 40 on the 47th Loss 124th year of Ascendancy at 21:06 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 00:47 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 00:56 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 01:30 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 01:46 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 01:58 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 02:06 Killed by Thirihro the shalore at level 42 on the 1st Destruction 124th year of Ascendancy at 02:22 Killed by Nektosh the One-Horned at level 42 on the 9th Destruction 124th year of Ascendancy at 19:55 Killed by retaliator of Atmos at level 42 on the 24th Destruction 124th year of Ascendancy at 04:41 Killed by Neryssra the steam giant gunslinger at level 44 on the 45th Destruction 124th year of Ascendancy at 17:07 Killed by Neryssra the steam giant gunslinger at level 44 on the 45th Destruction 124th year of Ascendancy at 17:30 Killed by Neryssra the steam giant gunslinger at level 44 on the 45th Destruction 124th year of Ascendancy at 17:52 Killed by Neryssra the steam giant gunslinger at level 44 on the 45th Destruction 124th year of Ascendancy at 18:39 Killed by steam giant berserker at level 44 on the 45th Destruction 124th year of Ascendancy at 22:23 Killed by Eilinirissra the steam giant flameshot at level 44 on the 46th Destruction 124th year of Ascendancy at 00:12 Killed by Eilinirissra the steam giant flameshot at level 44 on the 46th Destruction 124th year of Ascendancy at 00:29 Killed by steam giant necropsych at level 45 on the 47th Destruction 124th year of Ascendancy at 00:51 Killed by retaliator of Atmos at level 45 on the 47th Destruction 124th year of Ascendancy at 04:19 Killed by steam giant flameshot at level 45 on the 47th Destruction 124th year of Ascendancy at 07:34 Killed by retaliator of Atmos at level 45 on the 47th Destruction 124th year of Ascendancy at 09:30 Killed by steam giant flameshot at level 45 on the 47th Destruction 124th year of Ascendancy at 18:30 Killed by Polarebrelaith the mecharachnid warrior at level 45 on the 47th Destruction 124th year of Ascendancy at 18:57 Killed by Council Member Tormak at level 45 on the 47th Destruction 124th year of Ascendancy at 21:35 Killed by Council Member Nashal at level 45 on the 47th Destruction 124th year of Ascendancy at 21:45 Killed by Council Member Tormak at level 46 on the 47th Destruction 124th year of Ascendancy at 22:26 Killed by Council Member Palaquie at level 46 on the 47th Destruction 124th year of Ascendancy at 22:39 Killed by Council Member Palaquie at level 46 on the 47th Destruction 124th year of Ascendancy at 23:00 Killed by Council Member Pendor at level 46 on the 47th Destruction 124th year of Ascendancy at 23:13 Killed by Council Member Palaquie at level 46 on the 47th Destruction 124th year of Ascendancy at 23:21 Killed by Council Member Palaquie at level 46 on the 47th Destruction 124th year of Ascendancy at 23:33 Killed by Council Member Palaquie at level 46 on the 47th Destruction 124th year of Ascendancy at 23:44 Killed by titan vile spewer at level 48 on the 48th Destruction 124th year of Ascendancy at 03:48 Killed by worm that walks at level 48 on the 48th Destruction 124th year of Ascendancy at 17:19 Killed by Emobreda's Inner Demon at level 48 on the 48th Destruction 124th year of Ascendancy at 19:03 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 82 (base 60) |
Constitution | 77 (base 60) |
Magic | 24 (base 10) |
Willpower | 15 (base 10) |
Cunning | 86 (base 60) |
Resources
Life | 1421/1421 |
Steam | 100/100 |
Healing Factor | 1.9082419580055 |
Regeneration | 56.006901467461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 9 |
See Stealth | 77.598944452635 |
See Invisible | 76.598944452635 |
Offense: Mainhand
Damage | 73 |
Accuracy | 67 |
Crit Chance | 57% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 67 |
Crit Chance | 57% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +49% |
Mind | +18% |
All | 0% |
Lightning | +25% |
Light | +12% |
Temporal | +8% |
Physical | +10% |
Cold | +25% |
Fire | +55% |
Darkness | +27% |
Offense: Damage Penetration
Physical | +21% |
Lightning | +25% |
Nature | +10% |
Temporal | +7% |
Fire | +25% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (53.292302510663%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 14 |
Mental Save | 37 |
Defense: Resistances
Arcane | + 25%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 30%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 92%. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Elusiveness | 1.42 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Dreaming | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Increases defense by 20. Mobile Defense |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Life regen: +4.00 Stamina each turn: +0.30 Maximum stamina: +17.00 Healing mod.: +14% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Damage (Ranged): +20 blight / +20 mind / +20 arcane Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 light When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Mental save: +8 (+4 eff.) Light radius: +5 See stealth: +15 See invisible: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +15 (+5 eff.) Defense: +22 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +2 Dex Changes resistances: +18% darkness Changes damage: +9% arcane / +18% mind / +12% darkness Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Armour: +7 Changes stats: +4 Cun / +2 Dex Talent granted: +4 Hand Cannon Mental save: +11 (+5 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +18% fire Changes resistances penetration: +10% nature Changes damage: +12% light / +30% fire It can be used to create a shield absorbing up to 354 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 73. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +4 Dex Life regen: +13.00 Maximum life: +65.00 Healing mod.: +13% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +4 Con Talent mastery: +0.12 Steamtech / Elusiveness Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
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. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +12.0% Ammo reloads per turn: +3 Changes stats: +1 Mag Changes resistances penetration: +7% temporal / +9% physical Changes damage: +8% temporal / +10% physical Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. 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: Physical power: +8 (+3 eff.) Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +17 Stealth bonus: +10 Physical save: +8 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 3.9 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 95.69 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | ![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +10.10 Maximum life: +58.00 Healing mod.: +23% A suit of armour made of leather. |
Inventory
![]() regeneration infusion (heal 364; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() regeneration infusion of the warrior (heal 398; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Strength 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 nature talent. |
![]() shatter afflictions rune (absorb 59; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() archmage's voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 15 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 18% * 14% chance to blind Changes stats: +4 Mag Changes damage: +7% acid / +11% light / +5% fire / +7% cold / +7% lightning / +15% darkness Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() voratun battleaxe of evisceration (56-83 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +19 (+7 eff.) Massive two-handed battleaxes. |
![]() Life Drinker (42-55 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+6 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.33 acid and 7.33 blight damage. If not cleared after five turns it will inflict 41.62 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() truestriking voratun greatmaul (67-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +16 Changes resistances penetration: +14% physical Massive two-handed mauls. |
![]() warbringer's voratun greatmaul of ruin (66-98 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +20 Physical crit. chance: +7.0% Physical power: +17 (+6 eff.) Changes stats: +7 Con Changes resistances penetration: +17% physical Critical mult.: +27.00% Disarm immunity: +32% Massive two-handed mauls. |
![]() quick voratun longsword of evisceration (44-61 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +11.0% Physical power: +12 (+4 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, long, and deadly. |
![]() voratun mace of rage (46-65 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +10 Str Changes damage: +12% physical Blunt and deadly. |
![]() dragonbone starstaff of breaching (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% light Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +23 (+6 eff.) Changes stats: +5 Mag / +4 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +85.00 Spellpower: +32 (+17 eff.) Spell crit. chance: +5% Damage Shield penetration: +26% Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +100.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * every third hit always crits. Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +5 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +5.0% Changes resistances penetration: +7% fire Global speed: +2% 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 arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +6 lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Changes damage: +8% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +5 Physical crit. chance: +1.0% Changes resistances penetration: +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +8 draining blight Attacks use: 2.0 Steam 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 Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +6 Changes stats: +2 Cun Changes resistances penetration: +5% all Combat speed: +10% 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 Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +9 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Con / +9 Wil Changes resistances penetration: +7% nature Maximum life: +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() warded voratun steamsaw of purity (40-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +15% nature / +14% blight Maximum wards: +6 lightning / +6 temporal / +6 darkness / +7 fire / +6 nature / +5 blight / +7 cold / +7 arcane / +6 light Talents granted: +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +2 Dex Changes resistances: +15% cold Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
![]() cleansing drakeskin leather belt of recklessness Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes resistances: +9% acid / +12% blight Critical mult.: +11.00% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +18% cold Critical mult.: +20.00% Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% 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 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 A stylish kruk-style cloak, to look awesome. |
![]() marshal's elven-silk cloak of fog (11 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +3 Str / +5 Con Changes resistances: +20% light / +14% fire Stealth bonus: +11 Physical save: +15 (+5 eff.) Maximum life: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() blightbringer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +14 Mag Changes damage: +8% acid / +10% blight Disease immunity: +48% Spellpower: +7 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Mana each turn: +0.12 Maximum mana: +23.00 Spell crit. chance: +2% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() insulating pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Cun / +3 Dex Changes resistances: +11% fire / +12% cold It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 157% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +3 Dex Changes damage: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-8 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Con Changes resistances: +9% blight / +9% darkness / +9% mind / +4% all Changes resistances penetration: +5% cold Physical save: +9 (+3 eff.) Disarm immunity: +10% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
![]() miner's drakeskin leather cap (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Infravision radius: +3 A cap made of leather. |
![]() fortifying voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Str / +6 Con Changes resistances: +11% acid / +9% physical / +11% cold / +13% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +30% Knockback immunity: +40% Maximum life: +78.00 A suit of armour made of metal plates. |
![]() impervious voratun shield of physical resistance (+16%) (0 def, 20 armour, 273.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Fatigue: +8% Changes stats: +4 Con Changes resistances: +16% physical Talent granted: +1 Block Physical save: +9 (+3 eff.) Handheld deflection devices. |
![]() 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 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 (+7 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+7 eff.) Mental save: +8 (+4 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 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() voratun pickaxe of quickening (dig speed 17 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun / +5 Wil Changes resistances penetration: +20% mind / +20% acid Changes damage: +8% mind / +6% darkness Maximum psi: +30.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 122.94 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 122.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +25% lightning / +10% light Changes damage: +15% lightning / +9% temporal / +21% fire Maximum life: +80.00 Light radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() nightwalker's dwarven lantern of illusion Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +7 Wil Critical mult.: +14.00% Physical save: +14 (+4 eff.) Spell save: +16 (+11 eff.) Mental save: +16 (+6 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 3.5 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 169.02 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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 Activation costs 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 21] amazing fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 135 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to slow global speed by 48% * 20% chance to knock the target back 3 spaces and deal 128 physical damage Damage (Ranged): +20 lightning / +35 physical / +20 nature Damage (radius 1) on hit: +20 lightning / +20 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +15.5% Capacity: 45 Turns elapse between self-loadings: 4 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 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 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 Activation costs 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+4 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. |
Achievements
By Emobreda the Orc Gunslinger level 14
35th Retaking 124th year of Ascendancy at 19:59 see stats
By Emobreda the Orc Gunslinger level 28
17th Pain 124th year of Ascendancy at 20:50 see stats
By Emobreda the Orc Gunslinger level 13
27th Retaking 124th year of Ascendancy at 17:03 see stats
By Emobreda the Orc Gunslinger level 27
5th Pain 124th year of Ascendancy at 09:31 see stats
By Emobreda the Orc Gunslinger level 42
9th Destruction 124th year of Ascendancy at 20:08 see stats
By Emobreda the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 13:49 see stats
By Emobreda the Orc Gunslinger level 20
24th Revenge 124th year of Ascendancy at 08:52 see stats
By Emobreda the Orc Gunslinger level 30
7th Dearth 124th year of Ascendancy at 22:36 see stats
By Emobreda the Orc Gunslinger level 40
47th Loss 124th year of Ascendancy at 07:49 see stats
By Emobreda the Orc Gunslinger level 47
48th Destruction 124th year of Ascendancy at 01:11 see stats
By Emobreda the Orc Gunslinger level 37
38th Dearth 124th year of Ascendancy at 00:15 see stats
By Emobreda the Orc Gunslinger level 23
42nd Revenge 124th year of Ascendancy at 12:26 see stats
By Emobreda the Orc Gunslinger level 40
47th Loss 124th year of Ascendancy at 21:11 see stats
By Emobreda the Orc Gunslinger level 30
8th Dearth 124th year of Ascendancy at 03:41 see stats
By Emobreda the Orc Gunslinger level 17
20th Revenge 124th year of Ascendancy at 10:54 see stats
By Emobreda the Orc Gunslinger level 42
9th Destruction 124th year of Ascendancy at 19:55 see stats
Log
Burning from Emobreda's Inner Demon hits Emobreda for 12 fire, 10 cold, 10 lightning, 12 arcane (43 total damage).
Emobreda's Inner Demon activates Evasive Shots.
Nightmare horror's abyssal darkness area effect hits Emobreda for 59 darkness damage.
Nightmare horror's abyssal darkness area effect hits Emobreda's Inner Demon for 59 darkness damage.
Emobreda uses Trick Shot.
Emobreda's Trick Shot misses Emobreda's Inner Demon.
Evasive Shots fires a retaliatory shot at Emobreda!
Emobreda's Trick Shot misses Emobreda's Inner Demon.
Emobreda's Inner Demon's Evasive Shots misses Emobreda.
Emobreda's Inner Demon's Evasive Shots hits Emobreda for 53 fire, 44 cold, 44 lightning, 52 arcane, 5 fire, 4 cold, 4 lightning, 5 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 5 fire, 4 cold, 4 lightning, 5 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (245 total damage).
Emobreda's Inner Demon manifests!
Emobreda is not stunned anymore.
Talent Cloak Gesture is ready to use.
Talent Dig is ready to use.
Talent Cloaking Device is ready to use.
Waking Nightmare from Nightmare horror hits Emobreda for 80 darkness damage.
Burning from Emobreda's Inner Demon hits Emobreda for 15 fire, 13 cold, 13 lightning, 15 arcane (55 total damage).
Emobreda's Inner Demon uses Uncanny Reload.
Emobreda's Inner Demon is focuses on firing.
Emobreda's Inner Demon uses Orcish Fury.
Emobreda's Inner Demon enters a state of bloodlust.
Emobreda's Inner Demon uses Saw Shell.
Emobreda's Inner Demon's Saw Shell hits Emobreda for 127 fire damage.
Emobreda the level 48 orc gunslinger was blazed to death by a Emobreda's Inner Demon on level 1 of Hidden Vault - The Slumbering Caves (1).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emobreda's Inner Demon's Saw Shell killed Emobreda!
Saving game...
Saving done.