Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.0Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.4.8Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ratlich Fixed Rates 1.5.5Forsaken Crypt spawning chance 2% -> 25% in Daikara, Golem Graveyard, Mark of the Spellblaze, Tempest Peak, Old Forest. High Peak chances unchanged(10%) Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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:
Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 12 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 12 on the 19th Dusk 122nd year of Ascendancy at 17:48 3 / 2Killed by Eralin at level 12 on the 19th Dusk 122nd year of Ascendancy at 17:54 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 36 (base 36) |
| Constitution | 11 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 32 (base 28) |
Resources
| Life | 220/220 |
| Psi | 103/103 |
| Healing Factor | 1.1682872928177 |
| Regeneration | 1.2267016574586 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 7 (49.309173272933%) |
| Defense | 36 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 21 |
| Mental Save | 18 |
Defense: Resistances
| All | 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/4)
| 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | 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. | active |
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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITESLATE039;Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * &039; * &039; * &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039;ve the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; | 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 within | active |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
| Quiver | thought-forged pouch of steel shots of wind (18/20, 24-28.8 power, 2 apr) thought-forged pouch of steel shots of wind (18/20, 24-28.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 14% chance to cause random gloom * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +7 mind When wielded/worn: Talent granted: +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Salathra the brass lantern Salathra the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +15% nature / +5% arcane / +3% all Changes resistances penetration: +5% mind Spell save: +6 (+3 eff.) Maximum hate: +2.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | stabilizing rough leather hat (0 def, 1 armour) stabilizing rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Physical save: +10 (+6 eff.) Mental save: +3 (+2 eff.) A hat made of leather. Very stylish. |
| Tool | Starnull [power 1] (10 cooldown) Starnull [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Mag / +3 Wil Changes resistances: +3% light It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On hands | rough leather gloves &039; (0 def, 1 armour) rough leather gloves &039; (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Changes stats: +2 Str Changes resistances: +5% blight Critical mult.: +9.00% Spell save: +9 (+5 eff.) Healing mod.: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | iron steamgun of power iron steamgun of powerRequires: - 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: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | spiked cured leather armour of temporal resistance (2 def, 4 armour) spiked cured leather armour of temporal resistance (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +19% temporal A suit of armour made of leather. |
| In off hand | mighty iron steamgun mighty iron steamgunRequires: - 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: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
| Around neck | Squalorbloom the copper amulet Squalorbloom the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes resistances: +15% nature Changes damage: +6% nature / +6% lightning Critical mult.: +12.00% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady rough leather slingsteady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
Kor& Kor&Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 39.35 physical damage to all targets in line, inflicting bleeding for another 19.67 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. earthen elm magestaff of might (10-12 power, 2 apr, fire element)earthen elm magestaff of might (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +2 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, darkness element)elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. rough leather belt &039;rough leather belt &039; Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Wil Changes resistances: +9% acid Spell save: +18 (+9 eff.) Pinning immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +10% Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Eremymachik the Cracklestreaker (1 def, 0 armour)Eremymachik the Cracklestreaker (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% lightning Critical mult.: +5.00% Mana when firing critical spell: +4.00 Maximum mana: +40.00 Spellpower: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level. iron gauntlets &039; (0 def, 7 armour)iron gauntlets &039; (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 6 physical Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Changes resistances penetration: +25% acid Changes damage: +5% physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful rough leather gloves of magic (+2) (0 def, 1 armour)restful rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Tempestwalker (0 def, 5 armour)Tempestwalker (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% acid / +15% lightning Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (16/16, 14-19.6 power, 5 apr)quiver of elm arrows (16/16, 14-19.6 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
agate 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. |
Erigarion (dig speed 29 turns) Erigarion (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str Changes resistances: +12% light / +3% temporal Teleport immunity: +10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 121] simple healing salve [power 121]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 121, putting 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
3 ametrine 3 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eralin the Cornac Gunslinger level 10
4th Flare 122nd year of Ascendancy at 07:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eralin the Cornac Gunslinger level 10
5th Flare 122nd year of Ascendancy at 07:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Eralin the Cornac Gunslinger level 10
7th Dusk 122nd year of Ascendancy at 14:54 see stats
Log
Eralin&LAST039;s Shoot hits Something for 67 physical, 7 mind (74 total damage).
Eralin uses Static Shot.
Eralin&LAST039;s Static Shot misses something.
Eralin&LAST039;s Static Shot misses something.
Eralin slows down.
Something hits Eralin for (13 resist armour), 93 blight (93 total damage).
Eralin uses Explosive Shell.
Eralin&LAST039;s Explosive Shell hits Something for 62 physical, 87 physical, 4 mind (152 total damage).
Eralin is recovering from the damage!
Elven blood mage&fbd578LASTLAST039;s Blood Grasp hits Eralin for (13 resist armour), 139 blight (139 total damage).
Something receives 73 healing from Eralin.
Eralin the level 12 cornac gunslinger was diseased to death by an elven blood mage on level 2 of Rhaloren Camp.
You have 3 life(s) left.
Eralin tessellates her cloak!
Eralin speeds up.
Eralin has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven blood mage&fbd578LAST
Saving done.
Saving game...
