
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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 1.5.4Donators/Buyers bonus! 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Gunslinger |
| Level / Exp | 32 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 16 on the 17th Profit 122nd year of Ascendancy at 18:08 0 / 7Killed by Silaletta the elven warrior at level 24 on the 16th Dearth 122nd year of Ascendancy at 13:48 Killed by Betoma the elven guard at level 24 on the 16th Dearth 122nd year of Ascendancy at 17:43 Killed by Poruldadhewen the elven guard at level 25 on the 18th Dearth 122nd year of Ascendancy at 15:10 Killed by Adenor the gigantic corrosive tunneler at level 30 on the 1st Iron 123rd year of Ascendancy at 23:29 Killed by Bethydawe the cave troll at level 30 on the 2nd Iron 123rd year of Ascendancy at 01:21 Killed by unknown at level 32 on the 9th Iron 123rd year of Ascendancy at 02:34 |
Primary Stats
| Strength | 36 (base 11) |
| Dexterity | 70 (base 60) |
| Constitution | 26 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 65 (base 60) |
Resources
| Life | 756/756 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.5624489795918 |
| Regeneration | 10.859020408163 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| See Stealth | 11 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 58 |
| Crit Chance | 32% |
| APR | 5 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 58 |
| Crit Chance | 32% |
| APR | 5 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 18% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 22% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Mind | +39% |
| Physical | +23% |
| Fire | +35% |
| All | +13% |
Offense: Damage Penetration
| Arcane | +15% |
| Fire | +15% |
| Physical | +17% |
Defense: Base
| Armour (hardiness) | 42 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 19 |
| Physical Save | 47 |
| Spell Save | 44 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 42%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 40% |
| Confusion Resistance | 40% |
| Stun Resistance | 71% |
| Pinning Resistance | 50% |
| Poison Resistance | 40% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (87% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. 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 222% efficiency and cooldown mod of 54%. 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 122% efficiency and cooldown mod of 73%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You failed to protect the injured seer from death by Xanagalaith the white worm mass. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by Alf. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Siluwe the skeleton warrior. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 82. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +4 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (86 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (148 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | insidious pouch of stralite shots of erosion (21/21, 156% power, 5 apr) 3.0 T4 shot ammo [Ego] Nature Power 156% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +31 insidious poison +5 temporal +9 nature While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Stoketide'1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Melee Ret 10 fire ----- def ----- Resists +15% fire Mind.save +6 (+2 eff.) Blind- +32% Confus- +16% ---------- misc Light +7 Infravis +1 See.Stealth +11 See.Invis +8 Telepathy Humanoid/Orc Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +1 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +3 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +3 Toxic Cannister Launcher Gauntlets. But with steam power! |
| Tool | dragonbone totem of thorny skin 'Isysema' [power 75] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +18% acid +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Wards +6 acid +7 nature +7 light Talents +2 Ward Harden the skin for 7 turns increasing armour by 75 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +7 (+6 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +5% all Res.pen +15% fire ----- def ----- Resists +3% mind +12% fire Mind.save +6 (+2 eff.) Confus- +24% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | grounding copper amulet of mastery (0.10 Steamtech / Bullets mastery)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% ---------- misc Masteries +0.10 Steamtech/Bullets mastery Amulets can have magical properties. |
| In main hand | Flowerpulverizer the stralite steamgun 4.0 T4 steamgun 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 mind On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * Slows global speed by 40% * flashes light on your target dealing 73 damage Uses 2.0 Steam While equipped: Stats +3 Cun +5 Wil dps ---------- Crit.mult +6.00% Mind.pwr +10 (+3 eff.) Dmg.mod +17% mind Res.pen +17% physical Phasing +34% Acc +9 (+3 eff.) ----- def ----- Resists +9% temporal ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Isleldara the Galeshear 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% * 15% chance to daze at end of turn ----- def ----- Resists +6% blight +6% nature +6% darkness +5% arcane Max.HP +31.00 A belt that goes around your waist. |
| In off hand | overgrown stralite steamgun of fire 4.0 T4 steamgun 1H weapon [Ego] Arcane/Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +11 fire On Hit: 10% Overgrowth 2 On Hit: * flashes light on your target dealing 101 damage Uses 2.0 Steam While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +12% fire ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Zanudumnir' (1 def, 10 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +30% lightning +11% cold Die.at -60.00 life HP.reg +0.40 Heal.mod +30% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Veludathra the hardened leather armour (3 def, 6 armour) 9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +9% mind Res.pen +15% arcane Melee Ret 4 mind 15 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +9% mind Max.HP +51.00 HP.reg +5.80 Heal.mod +14% Poison- +40% Disease- +40% Cut- +40% A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 142% / cooldown 91%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (87% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (87% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+14 for 9 turns, die at -491)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -491 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+12 for 10 turns, die at -641)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -641 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+6 for 10 turns, die at -329)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -329 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 152 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (87% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (218 acid damage; disarm 5 turns with power 53)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 218.09 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 53 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (315 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 105.01 to 315.04 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Betonn the steel amulet0.1 T2 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Armour +6 Resists +18% blight +12% cold +16% nature +9% acid Spell.save +15 (+5 eff.) Poison- +27% Disease- +30% Stun/Frz- +10% Amulets can have magical properties. |
archmage's copper amulet of teleportation0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Dmg.mod +4% acid +5% fire +4% cold +5% lightning ----- def ----- Teleport- +50% Teleport you randomly (rad 30) Puts all charms on 15 cooldown Amulets can have magical properties. |
Falyldil0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun dps ---------- Mov.spd +10% Melee+ 8 bleed Ranged+ 8 bleed Acc +6 (+2 eff.) On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Defense +12 (+6 eff.) Resists +6% blight Phys.save +10 (+4 eff.) Disarm- +5% Teleport- +10% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
rogue's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +6 (+3 eff.) Resists +10% arcane Rings can have magical properties. |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.70 Stun/Frz- +28% Rings can have magical properties. |
caustic dwarven-steel battleaxe (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 30% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +12% acid ----- def ----- HP.reg +2.00 Massive two-handed battleaxes. |
insidious stralite greatmaul of massacre (177% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Master Power 178% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +42 insidious poison Massive two-handed mauls. |
hateful steel mace of phasing (111% power, 10 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +1.0% Atk.spd 100% Phasing +19% Melee+ +8 darkness Against +7% Living Blunt and deadly. |
shimmering elven-wood starstaff of might (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+8 eff.) Dmg.mod +25% physical ---------- misc Mana/turn +0.28 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nightwilter the steel steamgun4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +9 dazing lightning +5 fire Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Crit.mult +0.00% Dmg.mod +6% acid +10% physical +11% fire Res.pen +7% lightning +10% darkness ----- def ----- Resists +6% acid ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tarrysin4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 acid +9 cold +7 fire Uses 2.0 Steam While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +8% acid +9% cold +9% fire Res.pen +5% temporal ----- def ----- Res/telep +4% ---------- misc Max.vim +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful steel steamsaw of physical resistance (+12%) (105% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 darkness Against +8% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
insidious dwarven-steel steamsaw of lightning resistance (+19%) (120% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +49 Melee+ +16 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +19% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Pyrepython the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% arcane +5% fire Melee Ret 4 fire ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) A pair of boots made of leather. |
heroic rough leather gloves (0 def, 4 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +5 (+1 eff.) Max.HP +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Alokan (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +4 (+2 eff.) Mind.pwr +4 (+1 eff.) Acc +0 (+0 eff.) Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Mind.save +15 (+5 eff.) ---------- misc Max.psi +20.00 Light +0 A hat made of leather. Very stylish. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+6 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
grounding cashmere wizard hat of frost (+9%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +22% cold +7% temporal A pointy cloth hat, very wizardly... |
insulating hardened leather cap of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +8% cold A cap made of leather. |
prismatic stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Str 38 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +21% acid +11% light +13% darkness A suit of armour made of mail. |
reinforced stralite shield of cold resistance (+21%) (10 def, 9 armour, 166.5 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +9 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +21% cold ---------- misc Talents +4 Block Handheld deflection devices. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
386 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
useless but awesome rock0.0 rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 336] great healing salve [power 336]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Heal 336 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 24] great water salve [power 24]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 228] potent healing salve [power 228]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Heal 228 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 195] potent pain suppressor salve [power 195]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Let you fight up to -195 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 173] simple healing salve [power 173]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 73% cooldown modifier. Heal 173 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude saw shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
iron crystal edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
iron fatal attractor0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven-steel torque of psychoportation [power 34] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 34) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alf the Dwarf Gunslinger level 9
24th Voratun 122nd year of Ascendancy at 21:29 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Alf the Dwarf Gunslinger level 31
4th Iron 123rd year of Ascendancy at 21:01 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Alf the Dwarf Gunslinger level 20
17th Wealth 122nd year of Ascendancy at 06:39 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alf the Dwarf Gunslinger level 22
6th Dearth 122nd year of Ascendancy at 01:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Alf the Dwarf Gunslinger level 10
1st Acquisition 122nd year of Ascendancy at 18:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Alf the Dwarf Gunslinger level 20
24th Profit 122nd year of Ascendancy at 10:45 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Alf the Dwarf Gunslinger level 30
1st Iron 123rd year of Ascendancy at 23:08 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Alf the Dwarf Gunslinger level 20
35th Profit 122nd year of Ascendancy at 05:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Alf the Dwarf Gunslinger level 26
14th Shortage 122nd year of Ascendancy at 02:11 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Alf the Dwarf Gunslinger level 18
22nd Profit 122nd year of Ascendancy at 22:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Alf the Dwarf Gunslinger level 9
30th Voratun 122nd year of Ascendancy at 14:20 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Alf the Dwarf Gunslinger level 20
20th Wealth 122nd year of Ascendancy at 20:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Alf the Dwarf Gunslinger level 14
12nd Profit 122nd year of Ascendancy at 02:26 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Alf the Dwarf Gunslinger level 32
9th Iron 123rd year of Ascendancy at 02:34 see stats
Log
Today is the 9th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:06.
Alf tessellates his cloak!
















































































































