Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 19 / 52% |
Size | medium |
Lifes / Deaths | Killed by Velidatta the elven warrior at level 12 on the 14th Dusk 122nd year of Ascendancy at 23:50 0 / 6Killed by Gloratha the bloated horror at level 13 on the 17th Dusk 122nd year of Ascendancy at 03:01 Killed by Xanuta the elven mage at level 15 on the 20th Dusk 122nd year of Ascendancy at 05:56 Killed by thought-forged bowman at level 18 on the 36th Dusk 122nd year of Ascendancy at 08:29 Killed by Salomille the sandworm at level 19 on the 79th Dusk 122nd year of Ascendancy at 21:08 Killed by Xanutira the blue ooze at level 19 on the 79th Dusk 122nd year of Ascendancy at 22:01 |
Primary Stats
Strength | 50 (base 16) |
Dexterity | 56 (base 25) |
Constitution | 43 (base 27) |
Magic | 11 (base 10) |
Willpower | 15 (base 10) |
Cunning | 43 (base 38) |
Resources
Life | -271/557 |
Steam | 56/100 |
Healing Factor | 1.3906959859175 |
Regeneration | 5.0260554632093 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 11 |
Offense: Mainhand
Damage | 49 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Mind | +6% |
Light | +10% |
Temporal | +9% |
Blight | +18% |
Arcane | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Temporal | +12% |
Blight | +22% |
Physical | +22% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 15 (38.594633868923%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 12 |
Mental Save | 25 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 28%( 70%) |
Physical | + 26%( 70%) |
Cold | + 24%( 70%) |
All | + 10%( 70%) |
Darkness | + 13%( 70%) |
Light | + 45%( 70%) |
Temporal | + 26%( 70%) |
Fire | + 34%( 70%) |
Lightning | + 31%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 46% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 30% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity 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 145% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity 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 143% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.21 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Aromina the cave troll. Escort: lost warrior (level 2 of Trollmire) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Goth the pair of rough leather boots (0 def, 1 armour) Goth the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +3 Dex / +2 Wil / +4 Con Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% mind A pair of boots made of leather. |
Quiver | Unrykalthorab the Glacierpain (21/21, 142% power, 3 apr) Unrykalthorab the Glacierpain (21/21, 142% power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to reduce armor by 23% Damage (Ranged): +18 cold Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +20 acid / +9 cold When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Aryma the drakeskin leather cap (0 def, 5 armour) Aryma the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes stats: +4 Str / +1 Dex / +1 Mag / +17 Lck Changes resistances: +8% acid / +6% temporal / +10% cold / +10% fire / +8% lightning Changes resistances penetration: +5% temporal Changes damage: +9% temporal Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +8 A cap made of leather. |
On hands | Alirachik the rough leather gloves (0 def, 1 armour) Alirachik the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +3 Dex Changes resistances: +5% blight Changes damage: +3% blight Physical save: +3 (+1 eff.) Maximum stamina: +10.00 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. |
Tool | Burnwind [power 150] (19/15 cooldown) Burnwind [power 150] (19/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +3% acid / +3% fire / +3% light / +3% temporal It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 168 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's copper ring of power titan's copper ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Komarek KomarekPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Str Changes resistances: +15% blight Changes resistances penetration: +15% physical Changes damage: +15% blight Mental save: +7 (+3 eff.) Confusion immunity: +26% Only die when reaching: -40.00 life Spellpower: +8 (+4 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Around neck | Glintglamour the copper amulet Glintglamour the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% fire / +3% darkness / +6% light Talent mastery: +0.11 Steamtech / Blacksmith Amulets make your neck look great! |
In main hand | Dourpunish the steel steamgun Dourpunish the steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +4 darkness / +6 fire Damage (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +15% blight Changes damage: +6% arcane / +9% fire Critical mult.: +5.00% Spell crit. chance: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Ce'Narialle Ce'NarialleInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning Changes damage: +12% physical Disease immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +10% Maximum life: +34.00 A belt that goes around your waist. |
In off hand | steel steamgun 'Bregyrek' steel steamgun 'Bregyrek' Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Changes stats: +2 Str / +1 Dex / +4 Con Changes resistances: +9% temporal Changes resistances penetration: +7% all Talent mastery: +0.10 Wild-gift / Fungus See invisible: +3 It can be used to regenerate 76 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Porumira the linen cloak (1 def, 0 armour) Porumira the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil / +1 Con Changes resistances: +12% lightning Changes damage: +6% mind Critical mult.: +15.00% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Maximum life: +31.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 30.65 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
schematic: Acid Groove schematic: Acid GrooveRequires: - 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. |
schematic: Air Recycler schematic: Air RecyclerRequires: - 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. |
4 schematic: Antimagic Shell 4 schematic: Antimagic ShellRequires: - 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. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - 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. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - 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. |
2 schematic: Focus Lens 2 schematic: Focus LensRequires: - 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. |
schematic: Frost Salve schematic: Frost SalveRequires: - 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. |
schematic: Fungal Web schematic: Fungal WebRequires: - 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - 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. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - 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. |
2 schematic: Razor Edge 2 schematic: Razor EdgeRequires: - 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. |
3 schematic: Steamgun 3 schematic: SteamgunRequires: - 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. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap CoatingRequires: - 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. |
copper amulet 'Pitchbreacher' copper amulet 'Pitchbreacher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% lightning / +6% darkness Changes damage: +6% darkness Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. grounding gold amuletgrounding gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +31% Amulets make your neck look great! |
restful copper amulet of magic (+2) restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
Cyrisetha CyrisethaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature / +6% light / +5% arcane Changes damage: +11% nature Disease immunity: +20% Rings make your fingers look great! |
iron steamgun 'Icehunger' iron steamgun 'Icehunger'Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (radius 2) on crit: +20 cold Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Effects on ranged hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +3% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of enduring iron steamgun of enduringRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Con / +6 Wil Maximum life: +19.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gunorek GunorekInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes damage: +3% physical Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Xumira the Oakream Xumira the OakreamInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 2 acid / 2 mind Changes resistances penetration: +15% acid / +5% mind / +5% nature Maximum life: +31.00 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Plagueblight the linen cloak (1 def, 0 armour) Plagueblight the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 23% Damage when hit (Melee): 2 acid Changes resistances: +9% cold / +6% nature Changes resistances penetration: +5% acid Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (0 def, 0 armour) kruk cloak (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 A stylish kruk-style cloak, to look awesome. |
Corpserace (0 def, 0 armour) Corpserace (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +11% lightning / +9% temporal / +6% darkness / +3% nature / +9% all / +9% acid / +13% physical / +11% blight / +7% cold Changes damage: +12% lightning / +23% physical / +9% cold Life regen: +2.30 Maximum life: +55.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Squalorsear the dwarven-steel helm (15 def, 4 armour)Squalorsear the dwarven-steel helm (15 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Defense: +15 (+5 eff.) Fatigue: +4% Changes stats: +2 Str / +2 Wil / +5 Con Changes resistances: +12% nature Changes resistances penetration: +20% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Silatta' (1 def, 4 armour) linen wizard hat 'Silatta' (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Con Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
Gleamquake (3 def, 2 armour) Gleamquake (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +5% mind / +5% arcane Changes resistances penetration: +15% light Changes damage: +3% acid Mental save: +11 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Bokeduhad the Boltgrinder (0 def, 6 armour, 86 block)Bokeduhad the Boltgrinder (0 def, 6 armour, 86 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +25% lightning Talent granted: +1 Block Equilibrium when hit: +0.16 Maximum hate: +4.00 Mindpower: +15 (+7 eff.) Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
117 alchemist agate 117 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 143% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 178] simple healing salve [power 178]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 143% efficiency and 58% cooldown modifier. It can be used to heal 178 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Blindjustice (23/23, 123% power, 1 apr) Blindjustice (23/23, 123% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 123% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 23 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 light / +4 cold Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +4 light / +4 cold Shots are used with slings to pummel your foes to death. |
Unrydunahor the pouch of iron shots (15/15, 125% power, 1 apr) Unrydunahor the pouch of iron shots (15/15, 125% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 125% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +9.0% Capacity: 15 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. blazing pouch of dwarven-steel shots of erosion (19/19, 137% power, 3 apr)blazing pouch of dwarven-steel shots of erosion (19/19, 137% power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +12 nature / +8 fire Damage (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Rimequarry' (17/17, 122% power, 1 apr) pouch of iron shots 'Rimequarry' (17/17, 122% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 20% chance to slow global speed by 46% * 20 arcane resource burn Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +12 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (17/17, 120% power, 2 apr)pouch of steel shots (17/17, 120% power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Nerama' (37/37, 122% power, 2 apr) pouch of steel shots 'Nerama' (37/37, 122% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 37 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) * 6% chance to reduce strength, dexterity, and constitution by 13 Damage (Ranged): +10 blight / +6 temporal Damage (radius 1) on hit: +8 blight When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
good waterproof coating good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
steel torque of gale force [power 180] (19/15 cooldown) steel torque of gale force [power 180] (19/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 202 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (19/15 cooldown) elm totem of healing [power 116] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skele Gun the Skeleton Gunslinger level 10
9th Flare 122nd year of Ascendancy at 01:05 see stats
By Skele Gun the Skeleton Gunslinger level 10
9th Flare 122nd year of Ascendancy at 01:03 see stats
By Skele Gun the Skeleton Gunslinger level 19
79th Dusk 122nd year of Ascendancy at 22:01 see stats
By Skele Gun the Skeleton Gunslinger level 9
7th Mirth 122nd year of Ascendancy at 22:48 see stats
By Skele Gun the Skeleton Gunslinger level 12
11st Dusk 122nd year of Ascendancy at 17:47 see stats
By Skele Gun the Skeleton Gunslinger level 15
20th Dusk 122nd year of Ascendancy at 05:15 see stats
Log
Skele Gun uses Explosive Shell.
steel steamgun 'Bregyrek' is still recharging.
Skele Gun uses Static Shot.
Isominn the brittle clear ooze throws a concussive punch.
Xanutira the blue ooze's armor corrodes!
Gigantic sandworm tunneler's armor corrodes!
Salomille the sandworm aims less carefully.
Salomille the sandworm's armor corrodes!
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: sandworm tooth (1).
You collect a new ingredient: sandworm tooth (1).
You collect a new ingredient: sandworm tooth (1).
Isominn the brittle clear ooze hits Gigantic sandworm tunneler for 152 physical damage.
Isominn the brittle clear ooze hits Gigantic sandworm tunneler for 152 physical damage.
Isominn the brittle clear ooze hits Skele Gun for (16 flat reduction), 135 physical, 0 arcane, (16 flat reduction), 95 physical (231 total damage).
Isominn the brittle clear ooze hits Salomille the sandworm for 152 physical damage.
Skele Gun's Static Shot hits Xanutira the blue ooze for 48 lightning, 0 fire, 0 darkness, 0 cold, 0 cold (48 total damage).
Skele Gun's Static Shot hits Gigantic sandworm tunneler for 161 lightning damage.
Skele Gun's Static Shot hits Xanutira the blue ooze for (86 blocked), 0 lightning, 0 cold, 0 cold (0 total damage).
Skele Gun's Static Shot hits Gigantic sandworm tunneler for 26 cold, 145 lightning, 23 cold (194 total damage).
Skele Gun's Static Shot hits Salomille the sandworm for 26 cold, (20 parried), 111 lightning, 23 cold, 146 lightning (307 total damage).
Skele Gun's Static Shot hits Isominn the brittle clear ooze for (12 flat reduction), 16 cold, (12 flat reduction), 19 physical (35 total damage).
Skele Gun's Static Shot hits Gigantic sandworm tunneler for 146 lightning, 23 cold (169 total damage).
Xanutira the blue ooze uses To The Arms.
Skele Gun is suffering and fails to concentrate on dealing damage.
Skele Gun's Static Shot killed Gigantic sandworm tunneler!
Skele Gun's Static Shot killed Gigantic sandworm tunneler!
Skele Gun's Static Shot killed Salomille the sandworm!
Xanutira the blue ooze hits Skele Gun for (16 flat reduction), 246 physical (246 total damage).
Skele Gun the level 19 skeleton gunslinger was splattered to death by Xanutira the blue ooze on level 2 of Sandworm lair.