Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 28 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Voruwyn the red crystal at level 12 on the 7th Flare 122nd year of Ascendancy at 01:57 0 / 8Killed by Mayutta the dire wolf at level 24 on the 39th Haze 122nd year of Ascendancy at 21:31 Killed by Emeliwen the elven cultist at level 27 on the 45th Haze 122nd year of Ascendancy at 13:59 Killed by Betann the elven corruptor at level 27 on the 45th Haze 122nd year of Ascendancy at 17:37 Killed by Xanima the elven guard at level 27 on the 45th Haze 122nd year of Ascendancy at 19:32 Killed by Eliwyn the elven corruptor at level 27 on the 45th Haze 122nd year of Ascendancy at 23:54 Killed by elven corruptor at level 27 on the 46th Haze 122nd year of Ascendancy at 02:08 Killed by Layyba the elven guard at level 28 on the 46th Haze 122nd year of Ascendancy at 02:43 |
Primary Stats
| Strength | 52 (base 10) |
| Dexterity | 110 (base 52) |
| Constitution | 18 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 116 (base 60) |
Resources
| Life | -5/560 |
| Mana | 372/372 |
| Healing Factor | 0.2638297872341 |
| Regeneration | 2.7042553191495 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 11 |
| See Stealth | 19 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 39% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 39% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +12% |
Defense: Base
| Armour (hardiness) | 45 (38.536585365854%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 50 |
| Mental Save | 57 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 60 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 185% efficiency and cooldown mod of 55%. 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 161% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. |
| 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 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Automation | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | Impending Doom |
| beneficial effect | The target is recovering 17 life each turn. Recovery |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Saludhenor the giant venus flytrap. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITEGREENWHITELIGHT_GREEN039;ve found the needed sandworm tooth. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * &039;ve not encountered hummerhorns before, they&039; * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. * &039; | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 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 |
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 | Flamekiss the pair of hardened leather boots (0 def, 4 armour) Flamekiss the pair of hardened leather boots (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +3 Dex Changes resistances: +15% acid / +27% fire Changes resistances penetration: +15% acid Changes damage: +15% fire Talent granted: +3 Rocket Boots It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | Sunpython the pouch of dwarven-steel shots (32/49, 28.5-34.2 power, 3 apr) Sunpython the pouch of dwarven-steel shots (32/49, 28.5-34.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 28.5 - 34.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 49 Damage (Ranged): +4 light / +24 blight Burst (radius 1) on hit: +12 light / +12 blight Burst (radius 2) on crit: +8 blight / +8 light When wielded/worn: Ammo reloads per turn: +3 Talent granted: +4 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Galidutar GalidutarCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% arcane Spell save: +13 (+4 eff.) Mana each turn: +0.16 Spellpower: +10 (+5 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cyrumilaith the hardened leather cap (0 def, 4 armour) Cyrumilaith the hardened leather cap (0 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +3% Changes stats: +14 Cun / +9 Dex Changes resistances: +12% darkness Spell save: +41 (+13 eff.) Mental save: +16 (+4 eff.) Stamina when hit: +0.90 Equilibrium when hit: +1.60 Spell crit. chance: +2% Infravision radius: +3 A cap made of leather. |
| On hands | Fists of the Desert Scorpion (9 def, 5 armour) Fists of the Desert Scorpion (9 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Changes stats: +4 Str / +4 Wil / +4 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Talent granted: +3 Iron Grip Disarm immunity: +120% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Islulratta (dig speed 6 turns) Islulratta (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +6 Dex / +2 Mag Changes resistances: +10% darkness / +8% fire Changes damage: +12% mind / +10% fire Grants telepathy: Humanoid/Orc Mental save: +12 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman& marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +19 See invisible: +12 Rings can have magical properties. |
| On fingers | gold ring &039; gold ring &039;Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +11 Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +7 Wil / +7 Cun Changes resistances: +13% acid / +16% lightning / +15% fire / +5% arcane / +21% cold Changes damage: +9% arcane / +6% blight Mindpower: +8 (+3 eff.) Rings can have magical properties. |
| Around neck | Daneth& Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +11 Fatigue: +2% Changes stats: +7 Str / +7 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
| In main hand | Xanerevena Xanerevena Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * shock your foe dealing 29 damage and draining some of their resources Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +2 (+1 eff.) Fatigue: -4% Changes stats: +6 Cun / +4 Str Changes resistances: +4% physical Changes resistances penetration: +16% physical Changes damage: +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | drakeskin leather belt &039; drakeskin leather belt &039; Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -12% Damage when hit (Melee): 8 light Changes stats: +7 Dex / +6 Cun / +9 Lck Changes resistances: +18% light / +12% fire Changes damage: +6% fire Trap disarming bonus: +26 Stealth bonus: +12 Maximum encumbrance: +30 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Tinkerer& Tinkerer&Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 On weapon hit: * applies a stacking poison dealing 46 damage per turn Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Cloak | Brandstone the cashmere cloak (2 def, 0 armour) Brandstone the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +8 Dex / +4 Wil / +6 Cun Changes resistances: +30% lightning / +6% fire / +0% nature / +0% cold Stun/Freeze immunity: +50% Mental crit. chance: +6% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Mana each turn: +1.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
medical injector implant of the titan (efficiency 102% / cooldown 69%) medical injector implant of the titan (efficiency 102% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 102% efficiency and cooldown mod of 69%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns) Rune of the Rift (278.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 311.36 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 45; dur 4) phase door rune of the duelist (range 14; power 45; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 620 for 5 turns) shielding rune of the duelist (absorb 620 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 620 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 11; dur 20; see undead) vision rune of the psychic (radius 11; dur 20; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 26) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Aerurekira the Prismbringer Aerurekira the PrismbringerInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +10% lightning / +12% temporal Critical mult.: +5.00% Blindness immunity: +14% Pinning immunity: +26% Stun/Freeze immunity: +23% Knockback immunity: +25% Mental crit. chance: +1% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Magmacutter MagmacutterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +27% fire Changes damage: +6% fire Grants telepathy: Dragon Talent masteries: +0.20 Steamtech / Avoidance +0.20 Steamtech / Blacksmith See invisible: +12 Amulets can have magical properties. |
clarifying copper amulet of mastery (0.13 Steamtech / Bullets mastery) clarifying copper amulet of mastery (0.13 Steamtech / Bullets mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.13 Steamtech / Bullets mastery Confusion immunity: +21% Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eremoldir EremoldirPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +1 Wil Changes resistances: +25% acid / +12% fire / +19% cold / +26% lightning Spell save: +9 (+3 eff.) Blindness immunity: +36% Silence immunity: +50% Mana each turn: +0.31 Maximum vim: +20.00 Spell crit. chance: +1% Infravision radius: +3 See stealth: +16 See invisible: +14 Rings can have magical properties. |
Scaldlash the gold ring Scaldlash the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +5% arcane / +21% fire Changes resistances penetration: +25% fire Changes damage: +6% arcane Rings can have magical properties. |
marksman& marksman&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun / +4 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
savior& savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 19% chance to blind Damage (Ranged): 38 light Physical save: +9 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Rings can have magical properties. |
Islywen the Noonclamor (39-50.7 power, 9 apr) Islywen the Noonclamor (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 19% chance to cause random gloom Damage (Melee): +14 mind / +20 light When wielded/worn: Damage when hit (Melee): 12 light / 8 fire Changes stats: +3 Cun / +5 Wil Changes damage: +6% fire Light radius: +3 Sharp, short and deadly. |
Sunstoker (39-50.7 power, 9 apr) Sunstoker (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +15 temporal / +8 nature Burst (radius 2) on crit: +12 acid / +4 light When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes damage: +3% acid Light radius: +3 Sharp, short and deadly. |
dwarven-steel steamgun &039;s kiss& dwarven-steel steamgun &039;s kiss&Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 111% Firing range: +8 On weapon hit: * Slows global speed by 20% * 40% chance to corrode armour by 30% Travel speed: +800% Burst (radius 2) on crit: +8 acid Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +5% nature Changes damage: +3% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Crystalline Stralite steamsaw (38.125-57.1875 power, 19 apr) Crystalline Stralite steamsaw (38.125-57.1875 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 It is part of a set of items. Base power: 38.1 - 57.2 Uses stat: 100% Str Damage type: Arcane Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +64 Attacks use: 1.0 Steam When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Talent granted: +2 Block Spellpower: +12 (+6 eff.) It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. 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! Transformed with the power of the Spellblaze. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Lorurand the hardened leather belt Lorurand the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Changes stats: +3 Dex Changes damage: +12% physical Physical save: +34 (+17 eff.) Maximum life: +40.00 A belt that goes around your waist. |
Xereganor the hardened leather belt Xereganor the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +20 (+7 eff.) Fatigue: -7% Stealth bonus: +8 Maximum encumbrance: +25 Physical save: +19 (+9 eff.) Healing mod.: +15% 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.) Changes resistances: +0% lightning / +0% cold / +0% nature Stun/Freeze immunity: +0% Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Daimasin the pair of hardened leather boots (0 def, 9 armour) Daimasin the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +8 Str / +2 Cun / +2 Con Changes damage: +6% acid Infravision radius: +1 A pair of boots made of leather. |
Flashtorrent the pair of iron boots (0 def, 3 armour) Flashtorrent the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil / +3 Mag Changes resistances: +12% light / +6% lightning Changes resistances penetration: +5% light Changes damage: +3% light It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots &039; (0 def, 8 armour) pair of hardened leather boots &039; (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +6% acid / +6% light / +5% fire / +7% lightning / +8% cold Changes damage: +12% light Physical save: +10 (+5 eff.) Mental save: +14 (+4 eff.) Silence immunity: +27% Confusion immunity: +28% Stun/Freeze immunity: +24% A pair of boots made of leather. |
Berestir (0 def, 1 armour) Berestir (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: +10 Wil Changes resistances: +6% blight Spell save: +42 (+13 eff.) Mental save: +7 (+2 eff.) Mana each turn: +0.12 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm &039; (0 def, 4 armour) dwarven-steel helm &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +3 Cun / +2 Con Changes resistances: +12% acid Changes damage: +9% acid Critical mult.: +6.00% Mental save: +0 (+0 eff.) Light radius: +0 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. grounding cashmere wizard hat of balance (2 def, 0 armour)grounding cashmere wizard hat of balance (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% lightning / +8% temporal Equilibrium when hit: +1.70 Psi when hit: +1.50 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner&miner& Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +5 Str Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Moldransom the dwarven-steel mail armour (3 def, 8 armour)Moldransom the dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes resistances: +24% acid / +20% nature Changes resistances penetration: +10% nature Changes damage: +18% nature / +6% arcane A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of resilience (4 def, 7 armour)reinforced leather armour of resilience (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Maximum life: +44.00 A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour) Therapeutic Platemail (4 def, 10 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+2 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
49 alchemist agate 49 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. |
4 aquamarine 4 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. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
watchleader&039;s lamp of the zealot watchleader&039;s lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Blindness immunity: +28% Confusion immunity: +17% Light radius: +7 See stealth: +8 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
powerful frost salve [power 17] powerful frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 237] powerful healing salve [power 237]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 237, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 205] powerful pain suppressor salve [power 205]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -205 life and reduces all damage by 20% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 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. |
Islenne the pouch of dwarven-steel shots (17/17, 31.5-37.8 power, 3 apr) Islenne the pouch of dwarven-steel shots (17/17, 31.5-37.8 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to cause random gloom Damage (Ranged): +4 temporal / +11 fire Burst (radius 2) on crit: +16 blight / +8 fire When wielded/worn: Shots are used with slings to pummel your foes to death. |
dwarven steel kinetic stabiliser dwarven steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Physical save: +9 (+4 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel power distributor dwarven steel power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge dwarven steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
good focus lens good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft antimagic shell mastercraft antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +4 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread powerful moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +9 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
well-made voltaic shell well-made voltaic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +3 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
Ce& Ce&Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +8 Changes stats: +2 Cun / +5 Str Maximum wards: +1 acid / +2 nature / +1 light Talent granted: +1 Ward Life regen: +0.40 Infravision radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Zanugund [power 150] (20 cooldown) Zanugund [power 150] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +9 Cun / +6 Wil Equilibrium when hit: +0.12 Maximum hate: +4.00 It can be used to heal a target within range 7 (based on Willpower) for 150, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Lightbringer& Lightbringer&Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 55 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item& |
ash wand of clairvoyance &039; [power 10] (6 cooldown) ash wand of clairvoyance &039; [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +3% darkness / +6% lightning Changes resistances penetration: +5% darkness Changes damage: +3% darkness It can be used to reveal the area around you, dispelling darkness (radius 10, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration &039; [power 151] (10 cooldown) ash wand of conjuration &039; [power 151] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Maximum wards: +2 lightning / +2 temporal / +3 blight / +2 fire / +2 cold Changes damage: +6% arcane Talent granted: +1 Ward Physical save: +20 (+10 eff.) Stamina each turn: +0.80 Maximum stamina: +10.00 It can be used to fire a bolt of a random element with (base) damage 75 to 151, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Snake the Skeleton Gunslinger level 27
43rd Haze 122nd year of Ascendancy at 23:01 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Snake the Skeleton Gunslinger level 6
3rd Mirth 122nd year of Ascendancy at 22:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Snake the Skeleton Gunslinger level 19
20th Haze 122nd year of Ascendancy at 21:05 see stats
Home sweet home (Insane (Adventure) difficulty)
22nd Haze 122nd year of Ascendancy at 23:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Snake the Skeleton Gunslinger level 10
3rd Summertide 122nd year of Ascendancy at 09:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Snake the Skeleton Gunslinger level 20
21st Haze 122nd year of Ascendancy at 07:40 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Snake the Skeleton Gunslinger level 17
45th Dusk 122nd year of Ascendancy at 09:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Snake the Skeleton Gunslinger level 20
22nd Haze 122nd year of Ascendancy at 18:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Snake the Skeleton Gunslinger level 6
9th Mirth 122nd year of Ascendancy at 05:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Snake the Skeleton Gunslinger level 12
9th Flare 122nd year of Ascendancy at 21:59 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Snake the Skeleton Gunslinger level 17
54th Dusk 122nd year of Ascendancy at 04:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Snake the Skeleton Gunslinger level 21
33rd Haze 122nd year of Ascendancy at 09:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Snake the Skeleton Gunslinger level 16
37th Dusk 122nd year of Ascendancy at 13:02 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Snake the Skeleton Gunslinger level 27
46th Haze 122nd year of Ascendancy at 02:08 see stats
Log
Snake uses Re-assemble.
Snake receives 149 healing from Re-assemble.
Layyba the elven guard casts Ice Shards.
Snake deflects the projectile from Layyba the elven guard to the northwest!
Talent Strafe is ready to use.
Snake receives 4 healing.
Impending Doom from Layyba the elven guard hits Snake for (35 resist armour), 28 arcane (29 total damage).
Snake receives 115 healing.
Layyba the elven guard casts Grace of the Eternals.
Layyba the elven guard speeds up.
Snake receives 4 healing.
Impending Doom from Layyba the elven guard hits Snake for (35 resist armour), 28 arcane (29 total damage).
Snake hits Layyba the elven guard for 4 temporal, 8 light, 12 fire, 27 arcane (54 total damage).
Layyba the elven guard hits Snake for (29 resist armour), 0 physical (0 total damage).
Snake shoots!
Snake&
Layyba the elven guard is poisoned!
Snake&
Snake&
Snake&
Snake&150 physical, 6 physical, 4 light, 14 blight, 13 light, 7 blight, 4 blight, 8 light, 6 nature (216 total damage).
Snake&319 physical, 4 light, 14 blight, 13 light, 7 blight, 4 blight, 8 light, 36 lightning (410 total damage).
Snake&aaaaaaLASTaaaaaaLASTYELLOWLASTDARK_GREENLASTYELLOWLASTDARK_GREENLAST6 nature (161 total damage).
Snake&149 physical, 6 physical, 4 light, 14 blight, 13 light, 7 blight, 4 blight, 8 light, 9 nature (218 total damage).
Poison from Snake hits Layyba the elven guard for 21 nature damage.
Layyba the elven guard casts Invoke Darkness.
Layyba the elven guard hits Snake for (35 resist armour), 245 darkness (245 total damage).
Saving game...
