Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Gunslinger |
Level / Exp | 14 / 45% |
Size | medium |
Lifes / Deaths | Killed by corrupted bandit at level 14 on the 32nd Profit 122nd year of Ascendancy at 05:58 / 1 |
Primary Stats
Strength | 40 (base 10) |
Dexterity | 38 (base 40) |
Constitution | 46 (base 15) |
Magic | 11 (base 10) |
Willpower | 16 (base 10) |
Cunning | 29 (base 29) |
Resources
Life | -62/554 |
Steam | 6/100 |
Healing Factor | 1.2567804250994 |
Regeneration | 0.94258531882453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 9 |
See Stealth | 20 |
See Invisible | 20 |
Offense: Mainhand
Damage | 28 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Lightning | +11% |
Light | +13% |
Mind | +7% |
Offense: Damage Penetration
Darkness | +10% |
Defense: Base
Armour (hardiness) | 12 (77.155997060385%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 21 |
Mental Save | 21 |
Defense: Resistances
Acid | + 12%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 5%( 70%) |
Cold | + 29%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 28%( 70%) |
All | + 2%( 70%) |
Defense: Immunities
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Constitution 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%. |
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%. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost warrior from death by Elinor the rogue. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | 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 | pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Quiver | pouch of iron shots (3/16, 14-16 power, 1 apr) pouch of iron shots (3/16, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
Light source | Radhuderak the Smolderwinter Radhuderak the Smolderwinter2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +7% mind On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +9% fire +3% darkness +3% temporal ---------- 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. |
On head | stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A cap made of leather. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Disarm- +70% Knockbk- +50% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 3/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 112.00 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | savior's steel ring of luminosity savior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +13% light ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
On fingers | gladiator's copper ring of lightning (+22%) gladiator's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | overgrown steel steamgun of dampening overgrown steel steamgun of dampening4.0 T2 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- Resists +10% acid +7% lightning +8% fire +8% cold +2% all Spell.save +5 (+2 eff.) HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Dusksting the hardened leather belt Dusksting the hardened leather belt 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% darkness Res.pen +10% darkness Melee Ret 10 acid ----- def ----- Defense +6 (+2 eff.) Resists +3% darkness Phys.save +8 (+3 eff.) Proj.slow +15% A belt that goes around your waist. |
In off hand | mighty steel steamgun of life draining mighty steel steamgun of life draining4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 draining blight Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | Skin of Many (12 def, 8 armour) Skin of Many (12 def, 8 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Hardiness +20% Defense +12 (+4 eff.) Fatigue +11% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
medical injector implant (efficiency 80% / cooldown 57%) medical injector implant (efficiency 80% / cooldown 57%)0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shielding rune (absorb 69; dur 3; cd 16) shielding rune (absorb 69; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 69 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell 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. |
Fanged Collar 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 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-5 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
slime-covered steel battleaxe (22-32 power, 2 apr) slime-covered steel battleaxe (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 43% Massive two-handed battleaxes. |
steel greatmaul of dampening (30-46 power, 2 apr) steel greatmaul of dampening (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: ----- def ----- Resists +13% acid +13% lightning +12% cold +12% fire +5% all Spell.save +9 (+4 eff.) Massive two-handed mauls. |
chilling steel longsword of massacre (22-31 power, 3 apr) chilling steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 cold Sharp, long, and deadly. |
blazebringer's steel mace of erosion (12-18 power, 3 apr) blazebringer's steel mace of erosion (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature On Crit.r2 +8 fire While equipped: dps ---------- All.spd +1% Dmg.mod +10% blight Res.pen +6% fire Blunt and deadly. It was corrupted by the digestive sack. |
horrifying vined mindstar of resolve (4-5 power, 18 apr, nature damage) horrifying vined mindstar of resolve (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 mind 5 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Spell.save +3 (+1 eff.) ---------- misc 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. |
Lightbreak Lightbreak4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +12 light While equipped: Stats +3 Cun +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% light +5% lightning Slings are used to hurl stones or metal shots at your foes. |
cruel elm vilestaff of illumination (10-12 power, 2 apr, fire element) cruel elm vilestaff of illumination (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.66 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of greater warding (20-24 power, 4 apr, fire element) cruel yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master 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 +10% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of might (15-18 power, 3 apr, blight element) shimmering ash vilestaff of might (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ---------- misc Mana/turn +0.14 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun 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. |
steel steamgun steel steamgun4.0 T2 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xokira the steel waraxe (16-22 power, 3 apr) Xokira the steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 blight +5 cold +9 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +5 (+2 eff.) S.pwr/crit +4 Res.pen +10% temporal One-handed war axes. |
chilling steel waraxe of vileness (14-20 power, 3 apr) chilling steel waraxe of vileness (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight +7 cold On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 One-handed war axes. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrebutcher (0 def, 0 armour) Lustrebutcher (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Melee Ret 10 mind ----- def ----- Resists +3% light +12% mind +11% all ---------- misc Mana/turn +0.16 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour) focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.17 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+16%) (0 def, 0 armour) linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant hardened leather gloves (0 def, 2 armour) radiant hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 9 light Dmg.mod +4% light ----- def ----- Armour +2 Resists +5% light 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. |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
prismatic steel mail armour (2 def, 6 armour) prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +10% darkness A suit of armour made of mail. |
impenetrable steel plate armour of clarity (0 def, 18 armour) impenetrable steel plate armour of clarity (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
8 agate 8 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. |
66 alchemist agate 66 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. |
aquamarine 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. |
4 opal 4 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
sapper's dwarven-steel pickaxe (dig speed 23 turns) sapper's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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) 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 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 119] simple healing salve [power 119]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 119 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest 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. |
extending ash wand of lightning storm [power 194] (15 cooldown) extending ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (215 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 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. |
6 citrine 6 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. |
4 zircon 4 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
By AAAAAAAAAA the Dwarf Gunslinger level 10
4th Profit 122nd year of Ascendancy at 02:51 see stats
By AAAAAAAAAA the Dwarf Gunslinger level 5
18th Voratun 122nd year of Ascendancy at 22:25 see stats
By AAAAAAAAAA the Dwarf Gunslinger level 11
6th Profit 122nd year of Ascendancy at 03:03 see stats
By AAAAAAAAAA the Dwarf Gunslinger level 11
7th Profit 122nd year of Ascendancy at 22:58 see stats
Log
AAAAAAAAAA's Double Shots hits Corrupted bandit for 26 physical, 6 blight, 5 mind, 14 light (51 total damage).
AAAAAAAAAA's Double Shots hits Corrupted bandit for 24 physical, 3 mind, 14 light (40 total damage).
Corrupted bandit hits AAAAAAAAAA for 3 healing, 3 healing (0 total damage) [6 healing].
Corrupted bandit casts Channel Staff.
Corrupted bandit's Channel Staff hits AAAAAAAAAA for (10 flat reduction), 9 blight (9 total damage).
AAAAAAAAAA hurls a huge boulder at corrupted bandit!
Corrupted bandit resists the knockback!
AAAAAAAAAA hits Corrupted bandit for 77 physical damage.
Corrupted bandit is not stunned anymore.
AAAAAAAAAA's skin returns to normal.
Corrupted bandit casts Blood Grasp.
Corrupted bandit's spell attains critical power!
Corrupted bandit's Blood Grasp hits AAAAAAAAAA for (10 flat reduction), 158 blight (158 total damage).
Corrupted bandit receives 34 healing from Corrupted bandit's Blood Grasp.
AAAAAAAAAA uses Startling Shot.
AAAAAAAAAA misses his shot.
AAAAAAAAAA shoots!
AAAAAAAAAA strafes with his steamguns!
AAAAAAAAAA's Strafe hits Golem (servant of corrupted bandit) for 65 physical damage.
AAAAAAAAAA's Strafe hits Golem (servant of corrupted bandit) for 65 physical, 5 blight, 5 mind, 14 light (89 total damage).
AAAAAAAAAA receives 3 healing from Golem (servant of corrupted bandit).
AAAAAAAAAA's Strafe killed Golem (servant of corrupted bandit)!
Talent Overheat Bullets is ready to use.
Corrupted bandit casts Drain.
Corrupted bandit hits AAAAAAAAAA for (10 flat reduction), 138 blight (138 total damage).
AAAAAAAAAA the level 14 dwarf gunslinger was infected to death by corrupted bandit on level 2 of The Maze.
AAAAAAAAAA reloads.