
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 1469% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 17 on the 33rd Revenge 124th year of Ascendancy at 10:14 0 / 8Killed by Odhnanla the human at level 25 on the 43rd Loss 124th year of Ascendancy at 09:55 Killed by Gonondansah the shalore at level 27 on the 18th Destruction 124th year of Ascendancy at 01:00 Killed by Evaieen the shalore at level 46 on the 16th Pain 125th year of Ascendancy at 22:07 Killed by Eragus's temporal clone at level 50 on the 9th Loss 125th year of Ascendancy at 00:33 Killed by Eragus at level 50 on the 6th Destruction 125th year of Ascendancy at 03:10 Killed by Sher'Tul High Priest at level 50 on the 6th Destruction 125th year of Ascendancy at 12:34 Killed by Sher'Tul High Priest at level 50 on the 6th Destruction 125th year of Ascendancy at 22:55 |
Primary Stats
| Strength | 47 (base 29) |
| Dexterity | 92 (base 60) |
| Constitution | 73 (base 60) |
| Magic | 20 (base 10) |
| Willpower | 53 (base 10) |
| Cunning | 114 (base 60) |
Resources
| Life | -130/1315 |
| Psi | 137/143 |
| Steam | 53/112 |
| Healing Factor | 1.0407458214729 |
| Regeneration | 2.341678098314 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 8 |
| See Invisible | 11 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 70 |
| Crit Chance | 103% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 70 |
| Crit Chance | 103% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +36% |
| Mind | +46% |
| All | +26% |
Offense: Damage Penetration
| Acid | +33% |
| All | +14% |
| Physical | +34% |
| Mind | +24% |
| Nature | +34% |
Defense: Base
| Armour (hardiness) | 52 (38.594633868923%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 3.9238052216851 |
| Physical Save | 35 |
| Spell Save | 36 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Lightning | + 53%( 70%) |
| Cold | + 46%( 70%) |
| Mind | + 44%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 40%( 70%) |
| Fire | + 42%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Poison Resistance | 21% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 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 131% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 darkness, 3 mind, 3 nature, 4 arcane |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 247% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Talents +4 Rocket Boots Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This object's appearance was changed to Pyro: Metal Boots 1. |
| Quiver | Emylaith the Dimswift (13/23, 65-78 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 65.0 - 78.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +18.0% Capacity 23 On-ranged-hit +16 darkness On-Hit, radius 1 +20 lightning +8 fire On-crit, radius 2 +20 lightning On Hit: * 10% chance to reduce damage dealt by 26% On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. This object's appearance was changed to Pyro: Shot 1. |
| Light source | nightwalker's dwarven lantern of focus1.0 Encumbrance T5 lite [Ego+] Nature/Psionic While equipped: Stats +11 Wil offense ------ Physical Crit +6.0% Critical power +11.00% Physical Power +8 (+2 eff.) Damage +14% mind other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steamcatcher (12 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +15 (+3 eff.) Damage +10% physical defense ------ Defense +12 (+3 eff.) Resistance +15% fire Mind save +15 (+5 eff.) other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. This object's appearance was changed to Pyro: Metal Head 2. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 60% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+8 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 23/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | painweaver's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +13 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +13 (+4 eff.) Damage +6% all Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 133% 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. Rings make your fingers look great! |
| Around neck | voratun amulet 'Cyruldavea'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +5 Con offense ------ Critical power +20.00% Damage +6% mind Ignore resists +10% mind defense ------ Blind Resist +15% other ------- EQ when Hit +0.12 Infravision +8 Sight +2 See Invisibility +11 Amulets make your neck look great! |
| In main hand | enhanced voratun steamgun of true flight 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * splashes acid on your target dealing 85 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str +8 Dex +7 Mag +11 Wil +9 Cun +7 Con offense ------ Physical Crit +10.0% Accuracy +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | balancing hardened leather belt of dampening 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +3 Dex offense ------ Physical Crit +8.0% Mind Crit +8% defense ------ Resistance +7% acid +7% fire +7% lightning +7% cold A belt that goes around your waist. |
| In off hand | caustic voratun steamgun of true flight 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +45 acid +33 nature On Hit: * applies a stacking poison dealing 58 damage per turn Uses 2.0 Steam While equipped: offense ------ Physical Crit +12.0% Ignore resists +19% acid +20% nature Accuracy +13 (+4 eff.) Ignore Armor +14 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | elven-silk cloak 'Lisythra' (23 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +6.0% Ignore resists +20% physical Accuracy +25 (+7 eff.) defense ------ Defense +23 (+6 eff.) Resistance +30% lightning +21% cold Life Regen +4.00 Healmod +15% Poison Resist +21% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's drakeskin leather armour of Toknor (28 def, 28 armour) 9.0 Encumbrance T5 light armor [Ego++] Master While equipped: Stats +9 Cun +8 Dex offense ------ Physical Crit +5.0% Critical power +18.00% Physical Power +8 (+2 eff.) defense ------ Armor +28 Defense +28 (+7 eff.) Fatigue +8% Crit Resistance 35.00% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 118% / cooldown 60%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 169% / cooldown 57%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 135% / cooldown 75%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 75%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 473; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 36%; magical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the sneak (range 145; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 145 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 Encumbrance 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. |
3 schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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: Armour Reinforcement0.1 Encumbrance 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: Back Support0.1 Encumbrance 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: Botanical Shell0.1 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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. |
5 schematic: Deflection Field0.1 Encumbrance 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 Encumbrance 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: Flare Shell0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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. |
3 schematic: Fungal Web0.1 Encumbrance 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: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance 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: Mana Coil0.1 Encumbrance 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 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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. |
3 schematic: Razor Edge0.1 Encumbrance 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. |
3 schematic: Rocket Boots0.1 Encumbrance 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. |
3 schematic: Saw Projector0.1 Encumbrance 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. |
3 schematic: Saw Shell0.1 Encumbrance 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: Shocking Edge0.1 Encumbrance 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: Solid Shell0.1 Encumbrance 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: Spike Attachment0.1 Encumbrance 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: Spring Grapple0.1 Encumbrance 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. |
3 schematic: Steamsaw0.1 Encumbrance 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: Thunder Grenade0.1 Encumbrance 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: Thunderclap Coating0.1 Encumbrance 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: Toxic Cannister Launcher0.1 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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: Water Salve0.1 Encumbrance 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. |
3 schematic: Waterproof Coating0.1 Encumbrance 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: Winterchill Edge0.1 Encumbrance 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. |
Issuruimnir the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Wil +12 Con offense ------ Physical Power +31 (+8 eff.) Ignore Armor +5 defense ------ Armor +8 Fatigue -9% other ------- Encumbrance +40 Infravision +3 Rings make your fingers look great! |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
solipsist's voratun ring of perseverance0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mindpower +13 (+4 eff.) defense ------ Life Regen +7.00 Stun Resist +42% Rings make your fingers look great! |
Chillvalor the voratun greatmaul (96-143 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 95.5 - 143.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 blight +12 cold While equipped: Stats +10 Str offense ------ Physical Crit +8.0% Damage +12% blight Ignore resists +15% acid Accuracy +25 (+7 eff.) On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 8 defense ------ Physical save +12 (+5 eff.) Massive two-handed mauls. |
enhanced dragonbone longbow of dexterity (+17)4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +17 Str +29 Dex +20 Mag +17 Wil +20 Cun +17 Con offense ------ Ignore resists +14% physical Longbows are used to shoot arrows at your foes. |
living mindstar 'Shockbore' (18-20 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 lightning On-crit, radius 2 +20 temporal While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Ignore resists +20% lightning +20% cold defense ------ Resistance +12% darkness +21% nature +15% light Mind save +10 (+3 eff.) Pinning Resist +24% other ------- Max psi +25.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of disruption (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty drakeskin leather sling of enduring4.0 Encumbrance T5 sling 1H weapon [Ego+] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +5 Str +14 Wil +14 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Life +110.00 Slings are used to hurl stones or metal shots at your foes. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +5% Spellpower +21 (+5 eff.) Damage +30% physical defense ------ Life Regen +2.00 Healmod +23% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cutheran the voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Rare] Disrupt/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +6.0% Attack Speed 100% Range +10 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +5 Wil +6 Cun +2 Con offense ------ Mindpower +8 (+3 eff.) Ignore resists +25% physical On-Hit (Ranged): * 18 arcane resource burn defense ------ Defense +10 (+3 eff.) other ------- Reload +3 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Pyro: Steamgun 1. |
Glacia 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Attack Speed 100% Damage Multiplier 130% Range +7 Projectile Speed +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 84 damage and reducing their armor Uses 2.0 Steam While equipped: defense ------ Pierce Iceblocks +20% Strange coils encircle this extremely cold gun. |
Overburst 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. * splashes acid on your target dealing 86 damage and reducing their armor Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
enhanced voratun steamgun of true flight 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * splashes acid on your target dealing 83 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +10 Str +9 Dex +7 Mag +7 Wil +8 Cun +8 Con offense ------ Physical Crit +12.0% Accuracy +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Razorlock (25-38 power, 24 apr) =sawblade=3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+3 eff.) Fatigue +13% other ------- Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Duathelmortal the voratun waraxe (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Rare] Nature Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 nature +24 mind While equipped: offense ------ Critical power +24.12% Damage +24% mind Ignore resists +30% darkness defense ------ Healmod +24% Stun Resist +24% other ------- Light +4 One-handed war axes. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+6 eff.) Spell save +15 (+6 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Mayeseba1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: Stats +17 Mag +16 Wil offense ------ Spell Crit +6% Damage +9% arcane Ignore resists +15% arcane Ignore Shields +30% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 other ------- Mana/turn +0.16 A belt that goes around your waist. |
Morningblack1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +7 (+2 eff.) Damage +6% light Ignore resists +20% light defense ------ Resistance +6% temporal Spell save +20 (+8 eff.) Unlife -40.00 life Teleport Resist +10% other ------- Size +1 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) =-8.5% dps=2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +0% lightning Physical save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 287 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Runidor (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +4 Wil offense ------ Damage +9% physical Ignore resists +10% mind Accuracy +25 (+7 eff.) defense ------ Defense +2 (+1 eff.) Resistance +0% lightning +2% physical +6% mind Mind save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Boots (8 def, 15 armour) =pinning res=3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +2 Cun offense ------ Physical Crit +13.0% Spell Crit +16% Mind Crit +15% Critical power +10.00% defense ------ Armor +3 Fatigue +5% Physical save +13 (+6 eff.) other ------- Cooldown Double Strike -1 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. This object's appearance was changed to Pyro: Metal Gauntlets 2. |
Cap of the Undisturbed Mind (-10 def, 0 armour) =plot item=2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% 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. |
X-Ray Goggles (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+5 eff.) defense ------ Defense +10 (+3 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
drakeskin leather hat 'Eremadir' (30 def, 11 armour) =+life -10% dps=2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +10 Con offense ------ Accuracy +15 (+4 eff.) Ignore Armor +4 defense ------ Armor +11 Defense +30 (+8 eff.) Fatigue +5% Crit Resistance 15.00% Unlife -80.00 life other ------- Light +3 A hat made of leather. Very stylish. |
Masochism (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 58.00 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This object's appearance was changed to Pyro: Leather Armour 1. |
troll-hide drakeskin leather armour of Eyal (20 def, 8 armour) =tonk=9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +143.00 Life Regen +17.20 Healmod +28% A suit of armour made of leather. |
agate0.0 Encumbrance 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. |
238 alchemist agate0.0 Encumbrance 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. |
32 onyx0.0 Encumbrance 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. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-9 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+3 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Layugawe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore Armor +8 defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +12% temporal +5% arcane +6% cold Healmod +15% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
38 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
piercing dwarven lantern1.0 Encumbrance T5 lite [Ego+] Master While equipped: offense ------ Ignore resists +9% all Ignore Armor +9 other ------- Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Mech)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance 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. |
6 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 70% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
great healing salve [power 383] great healing salve [power 383]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 50% cooldown modifier. Heal 383 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great water salve [power 27] great water salve [power 27]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 223] potent pain suppressor salve [power 223]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 50% cooldown modifier. Let you fight up to -223 life and reduces all damage by 17% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Thundercrack (16/16, 35-42 power, 8 apr)3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 0 Call a trained yeti for help. Uses 1 power out of 0/8 Call a trained yeti to your side. |
great moss tread0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +8 other ------- Talents +4 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
perfect saw shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
Sunoblivion [power 4] (25 cooldown) =confuse/silence +4 more=2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +6 Str +3 Mag +5 Wil defense ------ Resistance +6% fire Crit Resistance 10.00% other ------- Infravision +3 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 76. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast [power 375] (15 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 548 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glowing Core1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
5 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
perfect corrosive shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Eragus the Orc Gunslinger level 12
3rd Revenge 124th year of Ascendancy at 18:42 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Eragus the Orc Gunslinger level 13
8th Revenge 124th year of Ascendancy at 15:29 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Eragus the Orc Gunslinger level 30
24th Destruction 124th year of Ascendancy at 00:51 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Eragus the Orc Gunslinger level 27
11st Destruction 124th year of Ascendancy at 21:20 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Eragus the Orc Gunslinger level 50
51st Loss 125th year of Ascendancy at 00:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Eragus the Orc Gunslinger level 29
22nd Destruction 124th year of Ascendancy at 04:19 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Eragus the Orc Gunslinger level 20
48th Revenge 124th year of Ascendancy at 10:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eragus the Orc Gunslinger level 10
49th Retaking 124th year of Ascendancy at 00:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Eragus the Orc Gunslinger level 20
47th Revenge 124th year of Ascendancy at 23:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Eragus the Orc Gunslinger level 30
23rd Destruction 124th year of Ascendancy at 08:05 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Eragus the Orc Gunslinger level 40
4th Revenge 125th year of Ascendancy at 10:25 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Eragus the Orc Gunslinger level 50
35th Dearth 125th year of Ascendancy at 22:03 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Eragus the Orc Gunslinger level 50
47th Loss 125th year of Ascendancy at 12:02 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Eragus the Orc Gunslinger level 50
29th Loss 125th year of Ascendancy at 07:06 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Eragus the Orc Gunslinger level 49
25th Dearth 125th year of Ascendancy at 10:46 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Eragus the Orc Gunslinger level 26
10th Destruction 124th year of Ascendancy at 10:35 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Eragus the Orc Gunslinger level 26
10th Destruction 124th year of Ascendancy at 03:37 see stats
The Good, The Bad, and The Yeti (Nightmare (Adventure) difficulty)
Use mind-controlled yetis to kill 30 foes.By Eragus the Orc Gunslinger level 22
32nd Loss 124th year of Ascendancy at 15:38 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Eragus the Orc Gunslinger level 41
6th Revenge 125th year of Ascendancy at 05:37 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Eragus the Orc Gunslinger level 36
9th Retaking 125th year of Ascendancy at 19:29 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Eragus the Orc Gunslinger level 35
49th Remembrance 125th year of Ascendancy at 13:46 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Eragus the Orc Gunslinger level 42
6th Revenge 125th year of Ascendancy at 07:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Eragus the Orc Gunslinger level 25
38th Loss 124th year of Ascendancy at 11:36 see stats
Log
Talent Awesome Toss is ready to use.
Bleeding from Sher'Tul High Priest hits Eragus for (5 flat reduction), 0 physical (0 total damage).
Curse of Death from Sher'Tul High Priest hits Eragus for (37 flat reduction), 0 darkness (0 total damage).
Poison from Eragus hits Sher'Tul High Priest for 23 nature damage.
Eragus's Rune: Prismatic has been disrupted by anti-magic forces!
Sher'Tul High Priest casts Galactic Pulse.
Eragus deflects the projectile from Sher'Tul High Priest to the south!
Lashing Tentacle speeds up.
Deep Wound from Eragus hits Lashing Tentacle for 56 physical damage.
Poison from Eragus hits Lashing Tentacle for 5 nature damage.
Sher'Tul High Priest's Galactic Pulse hits Eragus for (40 flat reduction), 27 darkness, (40 flat reduction), 27 darkness (54 total damage).
Eragus feels pain again.
Talent Rocket Boots is ready to use.
Bleeding from Sher'Tul High Priest hits Eragus for (6 flat reduction), 0 physical (0 total damage).
Curse of Death from Sher'Tul High Priest hits Eragus for (40 flat reduction), 6 darkness (6 total damage).
Poison from Eragus hits Sher'Tul High Priest for 23 nature damage.
Eragus's Rune: Prismatic has been disrupted by anti-magic forces!
Sher'Tul High Priest's Galactic Pulse hits Eragus for (40 flat reduction), 82 darkness (82 total damage).
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest hits Eragus for (40 flat reduction), 255 darkness (255 total damage).
Deep Wound from Eragus hits Lashing Tentacle for 56 physical damage.
Poison from Eragus hits Lashing Tentacle for 5 nature damage.
Sher'Tul High Priest's Galactic Pulse hits Eragus for (40 flat reduction), 82 darkness, (40 flat reduction), 82 darkness (164 total damage).
Eragus stops bleeding.
Talent Implant: Medical Injector is ready to use.
Curse of Death from Sher'Tul High Priest hits Eragus for (40 flat reduction), 44 darkness (44 total damage).
Eragus the level 50 orc gunslinger was darkened to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.
Eragus deactivates his cloak's restoration systems.













































































































































