
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 22 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 12 on the 4th Dusk 122nd year of Ascendancy at 23:07 2 / 5Killed by Aremibrera the armoured skeleton warrior at level 22 on the 51st Dusk 122nd year of Ascendancy at 15:48 Killed by Voramirin the degenerated skeleton warrior at level 22 on the 51st Dusk 122nd year of Ascendancy at 15:52 Killed by faerlhing at level 22 on the 73rd Dusk 122nd year of Ascendancy at 14:55 Killed by Goldlewis at level 22 on the 73rd Dusk 122nd year of Ascendancy at 15:00 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 56 (base 49) |
| Constitution | 13 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 33 (base 28) |
| Cunning | 58 (base 27) |
Resources
| Life | 448/448 |
| Equilibrium | 0 |
| Steam | 106/106 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 4.6825956496958 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Acid | +20% |
| Physical | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 15 (38.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 34 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | 0%( 70%) |
| Blight | + 23%( 70%) |
| Acid | + 21%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 94% efficiency and cooldown mod of 82%. Its effects scale with your Magic stat. |
| 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 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You failed to protect the lone alchemist from death by Goldlewis. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Eden's Guile (3 def, 2 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +4 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +2% ---------- misc Talents +3 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 49% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Murkravage (19/19, 20-24 power, 2 apr) 3.0 T2 shot ammo [Rare] Nature Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Melee+ +4 mind +11 cold +8 darkness Ranged+ +4 mind +11 cold +8 darkness On Hit.r1 +4 darkness +20 mind On Crit.r2 +4 light +8 cold On Hit: * 20% chance to reduce damage dealt by 21% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Blindwalker the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +20% nature On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +3% darkness +9% fire Blind- +22% Confus- +10% ---------- misc Light +7 See.Stealth +7 See.Invis +6 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Giligrim the Eclipsegore (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 9 acid Dmg.mod +5% acid +9% darkness Res.pen +25% acid Acc +9 (+3 eff.) Apr +6 ----- def ----- Armour +2 Resists +8% blight +7% darkness +6% acid Spell.save +11 (+5 eff.) ---------- misc Infravis +1 Talents +1 Hand Cannon Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of gale force 'Pitchstriker' [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid Res.pen +10% darkness Melee Ret 4 darkness 6 fire On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% fire Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 237 physical damage Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | Porulenn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+5 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Icedredge4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +8 mind +8 cold Uses 2.0 Steam While equipped: Stats +2 Cun +5 Wil dps ---------- Phys.crit +3.0% Dmg.mod +6% cold Acc +7 (+2 eff.) ----- def ----- Resists +15% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Shadowblur'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Defense +5 (+2 eff.) Resists +6% darkness +3% lightning Max.HP +31.00 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In off hand | ranger's dwarven-steel steamgun of tinkering (+5)4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +2 Dex dps ---------- Steampwr +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Eremasin' (2 def, 3 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Armour +3 Defense +2 (+1 eff.) Phys.save +13 (+7 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 8 armour) 9.0 T2 light armor [Ego+] Nature While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +8% Max.HP +30.00 HP.reg +3.90 Heal.mod +10% A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 89% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Berorim the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Wil +2 Cun dps ---------- Res.pen +5% mind ----- def ----- Resists +11% fire +14% cold ---------- misc See.Invis +9 Amulets make your neck look great! |
Glaciergore0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% lightning +9% cold Res.pen +20% cold ----- def ----- Phys.save +9 (+5 eff.) Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
Flamesmash0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% fire Melee Ret 8 arcane ----- def ----- Resists +15% fire Blind- +23% ---------- misc Infravis +4 See.Stealth +10 See.Invis +9 Rings make your fingers look great! |
treant's steel ring of lightning (+5%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +5% blight +6% nature +22% lightning Poison- +10% Disease- +10% Rings make your fingers look great! |
steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel longsword (26-36 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bleakwilter4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +4 mind Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold +9% mind +3% darkness Res.pen +10% mind ----- def ----- Resists +3% darkness ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 72 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel waraxe 'Bethewe' (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Cun +10 Dex dps ---------- Melee Ret 4 acid ----- def ----- Crit.chn- 10.00% ---------- misc See.Invis +6 One-handed war axes. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blasttyphoon the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning +3% cold Melee Ret 4 mind ----- def ----- Armour +1 Resists +3% lightning ---------- misc Max.hate +8.00 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayutira the dwarven-steel gauntlets (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +12 (+5 eff.) Dmg.mod +6% physical ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Puswolf' (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +20% physical Acc +15 (+5 eff.) Melee Ret 2 nature On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% Phys.save +3 (+2 eff.) Spell.save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Starrend' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 8 temporal Dmg.mod +6% temporal Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +12% light +22% temporal 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. |
rough leather gloves 'Durorand' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Melee+ 7 fire Dmg.mod +3% fire Res.pen +5% mind ----- def ----- Armour +1 Resists +3% blight +6% fire +3% temporal 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. |
hardened leather hat of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.20 Equi/ret +1.80 A hat made of leather. Very stylish. |
rough leather cap 'Magmacrack' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +3% fire Die.at -40.00 life HP.reg +2.00 A cap made of leather. |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Flashwake (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% fire +3% nature +9% cold Max.HP +83.00 HP.reg +3.00 Heal.mod +15% Silence- +10% Stun/Frz- +20% A suit of armour made of mail. |
swashbuckler's dwarven-steel shield of winter (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Dex +2 Wil dps ---------- Acc +7 (+2 eff.) On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
99 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp of focus1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +7% mind Res.pen +5% all Apr +5 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 142] simple healing salve [power 142]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 142 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 120] simple pain suppressor salve [power 120]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -120 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots (18/21, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 While equipped: Shots are used with slings to pummel your foes to death. |
crude explosive shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude magnetic shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+2 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
Unriromisus [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +4 Resists +4% physical ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 27] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 145] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 145 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Goldlewis the Cornac Gunslinger level 12
4th Dusk 122nd year of Ascendancy at 23:24 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Goldlewis the Cornac Gunslinger level 18
38th Dusk 122nd year of Ascendancy at 04:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Goldlewis the Cornac Gunslinger level 20
40th Dusk 122nd year of Ascendancy at 01:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Goldlewis the Cornac Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 10:14 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Goldlewis the Cornac Gunslinger level 20
39th Dusk 122nd year of Ascendancy at 23:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Goldlewis the Cornac Gunslinger level 8
3rd Mirth 122nd year of Ascendancy at 18:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Goldlewis the Cornac Gunslinger level 17
28th Dusk 122nd year of Ascendancy at 06:51 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Goldlewis the Cornac Gunslinger level 22
73rd Dusk 122nd year of Ascendancy at 15:00 see stats
Log
Faerlhing's arcane area effect hits Goldlewis for (33 antimagic), (25 flat reduction), 141 arcane (141 total damage).
Goldlewis's manaburn arcane area effect hits Faerlhing for 19 arcane damage.
Goldlewis's manaburn arcane area effect hits Gaeramarth for 0 arcane damage.
Goldlewis's manaburn arcane area effect hits Goldlewis for 0 arcane damage.
Gaeramarth slows down.
Gaeramarth misses Goldlewis.
Goldlewis receives 151 healing.
Faerlhing's arcane area effect hits Gaeramarth for 198 arcane damage.
Faerlhing's arcane area effect hits Goldlewis for (33 antimagic), (25 flat reduction), 87 arcane (87 total damage).
Faerlhing misses Goldlewis.
Goldlewis uses Infusion: Movement.
Goldlewis is moving at extreme speed!
Faerlhing's arcane area effect hits Elder vampire for 155 arcane damage.
Faerlhing's arcane area effect hits Goldlewis for (33 antimagic), (25 flat reduction), 87 arcane (87 total damage).
Faerlhing casts Manaflow.
Faerlhing starts to surge mana.
Faerlhing's arcane area effect hits Goldlewis for (33 antimagic), (25 flat reduction), 87 arcane (87 total damage).
Goldlewis the level 22 cornac gunslinger was blasted to death by a faerlhing on level 2 of Dreadfell.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Faerlhing's arcane area effect killed Goldlewis!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!


















































































































