Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 1081% |
| Size | big |
| Lifes / Deaths | Killed by sunwall vindicator at level 13 on the 29th Retaking 124th year of Ascendancy at 00:09 0 / 9Killed by sunwall vindicator at level 13 on the 29th Retaking 124th year of Ascendancy at 06:41 Killed by ritch centipede at level 18 on the 40th Retaking 124th year of Ascendancy at 21:43 Killed by Ivimithra the ritch hunter at level 20 on the 41st Retaking 124th year of Ascendancy at 14:31 Killed by Ghha the human at level 28 on the 17th Revenge 124th year of Ascendancy at 16:04 Killed by Siedi the shalore at level 43 on the 52nd Dearth 124th year of Ascendancy at 07:12 Killed by High Sun Paladin Aeryn at level 43 on the 4th Loss 124th year of Ascendancy at 23:15 Killed by unknown at level 50 on the 37th Remembrance 125th year of Ascendancy at 20:18 Killed by spiked tentacle at level 50 on the 39th Remembrance 125th year of Ascendancy at 05:51 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 93 (base 60) |
| Constitution | 97 (base 60) |
| Magic | 9 (base 10) |
| Willpower | 42 (base 29) |
| Cunning | 119 (base 60) |
Resources
| Life | -40/1646 |
| Healing Factor | 1.6947640449438 |
| Regeneration | 28.726250561797 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +130% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Stealth | 18 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 66 |
| Crit Chance | 54% |
| APR | 19 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 66 |
| Crit Chance | 54% |
| APR | 19 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 36% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 36% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | -19% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 46 (57.811550151976%) |
| Defense | 60 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 22 |
| Mental Save | 59 |
Defense: Resistances
| All | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Confusion Resistance | 21% |
| Stun Resistance | 20% |
| Pinning Resistance | 50% |
| Poison Resistance | 70% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 79 steam. 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 193% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 175 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Evasive Shots |
| talent | Chant of Fortitude |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| beneficial effect | Inspired by a recent kill increasing all resistance by 9%. Orcish Triumph |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Porokira is fed upon by Sher'Tul High Priest. Fed Upon |
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. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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 |
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. | active |
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 |
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 | wanderer's pair of drakeskin leather boots of massiveness (0 def, 6 armour) wanderer's pair of drakeskin leather boots of massiveness (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Changes stats: +8 Str / +5 Cun / +16 Con Changes damage: +9% physical Talent granted: +5 Moss Tread Stealth bonus: +10 Physical save: +28 (+8 eff.) Mental save: +27 (+7 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | Bleakpunish the pouch of stralite shots (18/20, 42-50.4 power, 5 apr) Bleakpunish the pouch of stralite shots (18/20, 42-50.4 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to inflict 15% damage reduction * 10% chance to knock the target back Damage (Ranged): +39 physical Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +16 darkness When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp watchleader's alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +20% light Blindness immunity: +31% Confusion immunity: +21% Light radius: +12 See stealth: +18 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren rough leather cap of constitution (+4) (0 def, 2 armour) thaloren rough leather cap of constitution (+4) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Wil / +9 Cun / +3 Con Changes resistances: +6% blight Mental save: +18 (+4 eff.) Silence immunity: +0% A cap made of leather. |
| On hands | Betheldalle the Blazeglory (0 def, 9 armour) Betheldalle the Blazeglory (0 def, 9 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 10 physical Changes stats: +3 Cun / +3 Dex Changes damage: +6% physical Grants telepathy: Dragon Talent granted: +5 Iron Grip Disarm immunity: +100% Light radius: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Turaldir (dig speed 24 turns) Turaldir (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str Changes resistances: +6% blight / +12% acid Physical save: +8 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +15% Stun/Freeze immunity: +20% Maximum life: +62.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's stralite ring of pilfering titan's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Defense: +13 (+3 eff.) Changes stats: +7 Con Physical save: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 143% 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 can have magical properties. |
| On fingers | Barolesta the Noonraze Barolesta the NoonrazeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +9 Changes stats: +5 Str / +8 Wil / +7 Cun Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% light / +3% fire Life regen: +0.80 Maximum life: +61.00 Mindpower: +9 (+3 eff.) Light radius: +3 Healing mod.: +14% Rings can have magical properties. |
| Around neck | wanderer's stralite amulet of soulsearing wanderer's stralite amulet of soulsearingRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +6 Cun / +8 Con Changes damage: +9% blight / +9% fire Critical mult.: +14.00% Life regen: +0.70 Stamina each turn: +0.90 Spellpower: +8 (+5 eff.) Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
| In main hand | Vindicator Vindicator Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +40 Crit. chance: +20.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +7 On weapon crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage against: +25% Undead Attacks use: 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
| Around waist | Emblem of Evasion Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Defense: +7 (+1 eff.) Ranged Defense: +20 (+5 eff.) Changes stats: +13 Dex / +11 Cun / +9 Lck Deflect projectiles away: +15% Slows Projectiles: +45% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | overgrown voratun steamgun of true shot overgrown voratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). On weapon hit: * shock your foe dealing 37 damage and draining some of their resources Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +13.0% Life regen: +1.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Daggers (11 def, 0 armour) Cloak of Daggers (11 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Cun Changes resistances: +25% nature / +25% cold Physical save: +11 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 209 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. |
| Main armor | drakeskin leather armour 'Shadeenvy' (13 def, 18 armour) drakeskin leather armour 'Shadeenvy' (13 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun / +9 Dex Changes resistances: +5% arcane / +17% light / +23% darkness Changes damage: +3% arcane / +6% darkness Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 196)teleportation rune of the duelist (range 196) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 196 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 29; see animal)vision rune (radius 17; dur 29; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Corrosive Shellschematic: Corrosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Arthogorn the steel amulet Arthogorn the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% light / +9% physical Physical save: +3 (+1 eff.) Spell save: +30 (+15 eff.) Knockback immunity: +25% Stamina each turn: +0.40 Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
warrior's gold amulet warrior's gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
savior's voratun ring of clarity savior's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +14 (+5 eff.) Spell save: +16 (+8 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +44% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's voratun ring of claritywizard's voratun ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 (+10 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +50% Rings can have magical properties. |
wizard's voratun ring of frost (+26%) wizard's voratun ring of frost (+26%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +26% cold Changes damage: +13% cold Spell save: +10 (+5 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun dagger of nature (38-49.4 power, 9 apr)inquisitor's voratun dagger of nature (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of nature (37.5-48.75 power, 9 apr)voratun dagger of nature (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
warbringer's voratun greatmaul of projection (68.5-102.75 power, 4 apr) warbringer's voratun greatmaul of projection (68.5-102.75 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +21 (+7 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +48% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Aeritira' (43.5-60.9 power, 6 apr)voratun longsword 'Aeritira' (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to corrode armour by 30% Damage (Melee): +20 temporal / +20 nature Burst (radius 2) on crit: +16 arcane When wielded/worn: Changes resistances: +6% arcane / +12% blight Changes resistances penetration: +30% acid / +15% arcane Changes damage: +6% arcane Sharp, long, and deadly. |
Scorchjustice (46.5-65.1 power, 6 apr) Scorchjustice (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +18 temporal When wielded/worn: Damage when hit (Melee): 17 temporal Changes stats: +8 Dex / +10 Mag / +3 Cun Changes resistances: +20% temporal / +12% fire Changes damage: +18% lightning / +12% fire Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +12 Blunt and deadly. |
Annihilator AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 111% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
This item will automatically be transmogrified when you leave the level. wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour)wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +9% acid / +10% fire / +6% cold / +10% lightning Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
heroic voratun gauntlets of the juggernaut (0 def, 9 armour) heroic voratun gauntlets of the juggernaut (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Con Physical save: +20 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +21 (+5 eff.) Disarm immunity: +41% Maximum life: +64.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of dispersion (0 def, 3 armour) restful voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 17 arcane Changes stats: +10 Wil / +8 Mag Changes resistances: +9% arcane Life regen: +4.00 Stamina each turn: +1.20 Maximum stamina: +35.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Blasttooth (0 def, 3 armour) Blasttooth (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 mind / 12 lightning Changes stats: +3 Dex / +10 Wil Changes resistances: +9% mind / +17% cold Changes resistances penetration: +15% lightning Allows you to breathe in: water A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of light (+30%) (3 def, 0 armour)elven-silk wizard hat of light (+30%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% light Changes damage: +20% light A pointy cloth hat, very wizardly... |
crackling voratun shield of radiance (12 def, 3 armour, 216.5 block) crackling voratun shield of radiance (12 def, 3 armour, 216.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze at end of turn * 40% chance to blind Changes stats: +5 Dex / +5 Mag / +7 Con Changes resistances: +20% light / +16% lightning Talent granted: +5 Block Handheld deflection devices. |
insidious quiver of dragonbone arrows of daylight (24/24, 51-71.4 power, 18 apr) insidious quiver of dragonbone arrows of daylight (24/24, 51-71.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 Damage (Ranged): +87 insidious poison / +29 light Damage against: +33% Undead Arrows are used with bows to pierce your foes to death. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 46/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 22] amazing frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 318] amazing healing salve [power 318]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 318, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 278] amazing pain suppressor salve [power 278]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -278 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Isiriaba (20/20, 44.5-53.4 power, 5 apr) Isiriaba (20/20, 44.5-53.4 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to torment the target Damage (Ranged): +34 mind / +29 darkness Burst (radius 1) on hit: +24 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
Thundercrack (2/16, 35-42 power, 8 apr) Thundercrack (2/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. 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! |
pouch of stralite shots 'Lisurin' (19/19, 42-50.4 power, 5 apr) pouch of stralite shots 'Lisurin' (19/19, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Damage (Ranged): +32 acid / +17 temporal / +17 nature Burst (radius 1) on hit: +4 blight / +28 acid Burst (radius 2) on crit: +16 blight Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of daylight (49/49, 60.5-72.6 power, 12 apr) sentry's pouch of voratun shots of daylight (49/49, 60.5-72.6 power, 12 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +7.0% Capacity: 49 Turns elapse between self-loadings: 3 Damage (Ranged): +13 light Damage against: +29% Undead Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel razor edge dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
perfect magnetic shell perfect magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Porokira the Orc Gunslinger level 5
17th Retaking 124th year of Ascendancy at 23:50 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Porokira the Orc Gunslinger level 13
29th Retaking 124th year of Ascendancy at 20:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Porokira the Orc Gunslinger level 29
27th Revenge 124th year of Ascendancy at 20:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Porokira the Orc Gunslinger level 10
23rd Retaking 124th year of Ascendancy at 15:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Porokira the Orc Gunslinger level 20
41st Retaking 124th year of Ascendancy at 12:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Porokira the Orc Gunslinger level 30
28th Revenge 124th year of Ascendancy at 14:30 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Porokira the Orc Gunslinger level 40
29th Dearth 124th year of Ascendancy at 04:42 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Porokira the Orc Gunslinger level 50
7th Destruction 124th year of Ascendancy at 19:40 see stats
No Steam, No Palace. No Palace, No Palace! (Nightmare (Adventure) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Porokira the Orc Gunslinger level 50
13rd Remembrance 125th year of Ascendancy at 23:21 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 Porokira the Orc Gunslinger level 50
13rd Remembrance 125th year of Ascendancy at 23:21 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Porokira the Orc Gunslinger level 34
26th Pain 124th year of Ascendancy at 18:45 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Porokira the Orc Gunslinger level 36
21st Dearth 124th year of Ascendancy at 16:42 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 Porokira the Orc Gunslinger level 49
7th Destruction 124th year of Ascendancy at 19:40 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Porokira the Orc Gunslinger level 17
40th Retaking 124th year of Ascendancy at 06:03 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Porokira the Orc Gunslinger level 23
46th Retaking 124th year of Ascendancy at 10:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Porokira the Orc Gunslinger level 23
46th Retaking 124th year of Ascendancy at 10:45 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Porokira the Orc Gunslinger level 50
37th Remembrance 125th year of Ascendancy at 20:18 see stats
Log
Porokira's Explosive Shell performs a ranged critical strike against Spiked tentacle!
Porokira's tinker attains critical power!
Spiked tentacle shrugs off the critical damage!
Spiked tentacle shrugs off the critical damage!
Spiked tentacle is weakened by the darkness!
Porokira's tinker attains critical power!
Spiked tentacle is weakened by the darkness!
Porokira's Explosive Shell hits Spiked tentacle for 146 physical, 3 darkness (150 total damage).
Porokira's Explosive Shell hits Sher'Tul High Priest for (95 shifted), 0 physical, 172 physical, 21 arcane, 23 physical (216 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 274 physical, 2 darkness (276 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 274 physical, 3 darkness, 173 physical, 449 physical, 0 arcane, 37 physical (937 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 159 physical, 274 physical, 0 arcane, 37 physical, 3 darkness, 30 lightning, 274 physical, 449 physical (1227 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 146 physical, 3 darkness, 14 darkness, 133 light (296 total damage).
Porokira's Explosive Shell hits Sher'Tul High Priest for 282 physical, 2 darkness, 8 darkness, 78 light (370 total damage).
Porokira's Explosive Shell hits Amakthel's Hand for 1 darkness, 16 light (17 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 14 darkness, 133 light (146 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 449 physical, 2 darkness, 9 darkness, 133 light (593 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 449 physical, 3 darkness, 14 darkness, 74 light, 166 physical, 449 physical, 0 arcane, 37 physical (1193 total damage).
Porokira's Explosive Shell hits Spiked tentacle for 260 physical, 274 physical, 0 arcane, 37 physical, 3 darkness, 14 darkness, 82 light, 449 physical (1120 total damage).
Lava floor hits Spiked tentacle for 28 fire damage.
A part of Sher'Tul High Priest's bone shield regenerates.
Bleeding from Porokira hits Sher'Tul High Priest for 13 physical damage.
Porokira is no longer pinned.
Porokira has recovered!
Talent Awesome Toss is ready to use.
Lava floor hits Spiked tentacle for 24 fire damage.
Sher'Tul High Priest uses Feed.
Lava floor hits Sher'Tul High Priest for (11 to bones), 0 fire (0 total damage).
Spiked tentacle uses Constrict.
Saving game...
