












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 36 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 36 on the 14th Loss 124th year of Ascendancy at 09:21 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 63 (base 60) |
| Constitution | 35 (base 27) |
| Magic | 9 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 68 (base 60) |
Resources
| Life | -4/1013 |
| Mana | 260/260 |
| Steam | 12/100 |
| Healing Factor | 0.53292682926828 |
| Regeneration | 6.1553048780487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 70 |
| Crit Chance | 27% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 70 |
| Crit Chance | 27% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Nature | +6% |
| Physical | +29% |
| Arcane | +6% |
| Acid | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +22% |
| Nature | +22% |
| Physical | +55% |
| Mind | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 43 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 26 |
| Physical Save | 33 |
| Spell Save | 20 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 29%( 80%) |
| Blight | + 25%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 26%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 20%( 70%) |
| Physical | + 33%( 75%) |
| Mind | + 26%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 50% |
| Confusion Resistance | 100% |
| Stun Resistance | 84% |
| Pinning Resistance | 55% |
| Poison Resistance | 65% |
| Blind Resistance | 15% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic 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 120% efficiency and cooldown mod of 50%. |
| 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 112% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Premonition |
| talent | Automated Cloak Tessellation |
| talent | Chant of Fortitude |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 63.34 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | All resistances increased by 18%, randomly attacks two foes each turn at random. Awesome Toss |
| detrimental effect | The target is on fire, taking 31.98 fire damage per turn. Burning |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
| beneficial effect | Reduces arcane damage received by 10%. Premonition Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+2 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 5/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Porenor the Blazenaught (23/23, 140% power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target Damage (Ranged): +40 lightning / +12 temporal / +13 darkness / +12 mind Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 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 | Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: -10 (-4 eff.) Defense: -10 (-10 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (+0 eff.) Mindpower: -10 (-5 eff.) Light radius: +7 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Talent granted: +1 Sand Shredder Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | dwarven-steel pickaxe 'Cyragalle' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +7 Cun / +2 Str Changes resistances: +2% physical Mental save: +15 (+5 eff.) Equilibrium when hit: +0.16 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Bethulrawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +15% lightning / +12% temporal Physical save: +12 (+6 eff.) Poison immunity: +15% Pinning immunity: +25% Stun/Freeze immunity: +10% Life regen: +0.60 Rings can have magical properties. |
| On fingers | steel ring 'Miroddalen'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning / +12% physical Changes damage: +10% lightning / +12% physical Silence immunity: +21% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around neck | BloombaitInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Wil Changes resistances: +18% lightning / +6% nature / +5% arcane / +16% mind Changes damage: +6% arcane Confusion immunity: +27% Stun/Freeze immunity: +34% Amulets can have magical properties. |
| In main hand | Murderfang's SurekillRequires: - Dexterity 40 - Cunning 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
| Around waist | Lelublek the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Changes stats: +2 Dex / +5 Con Changes resistances: +10% lightning / +11% temporal Changes resistances penetration: +20% mind / +25% physical Stamina each turn: +0.80 A belt that goes around your waist. |
| In off hand | PlagueshaperRequires: - 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: * Slows global speed by 40% Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +15% nature / +8% physical Changes damage: +3% lightning / +12% physical / +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Sparkpall the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Wil / +2 Con Changes resistances: +10% nature / +15% blight Reduces incoming crit damage: 15.00% Life regen: +1.50 See invisible: +12 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Isloda the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 mind Changes resistances: +6% cold Reduces incoming crit damage: 10.00% Physical save: +12 (+6 eff.) Blindness immunity: +15% Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Pinning immunity: +30% Life regen: +9.20 Stamina each turn: +0.80 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.insidious poison infusion of the titan (26 nature damage, 23% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.20 nature damage per turn for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel amulet of mastery (0.14 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.14 Steamtech / Chemistry Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite dagger (134% power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Thundergasher the voratun greatmaul (177% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +14 Damage when hit (Melee): 4 arcane Changes stats: +6 Wil / +7 Mag Changes resistances penetration: +16% physical Changes damage: +3% lightning Maximum vim: +20.00 Spellpower: +16 (+14 eff.) Spell crit. chance: +3% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite greatsword (158% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Changes stats: +6 Cun / +5 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.yew longbow 'Forestviper' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +6 nature When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +8.0% Changes resistances: +20% nature / +9% light Changes resistances penetration: +5% nature Changes damage: +6% nature Light radius: +1 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stralite longsword of paradox (145% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +7% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of life (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.10 Maximum life: +10.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +34 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.earthen elven-wood starstaff of might (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +6% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spellpower: +12 (+10 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun steamsaw of erosion (150% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 26% chance to cause random gloom Damage (Melee): +9 mind / +12 temporal / +5 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+7 eff.) Fatigue: +12% Changes stats: +3 Cun / +3 Wil Talent granted: +3 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! |
This item will automatically be transmogrified when you leave the level.voratun steamsaw of radiance (147% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 147% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +110 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+7 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +20% light Talent granted: +3 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! |
Manorim the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 physical Changes stats: +6 Con Physical save: +28 (+12 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.miner's pair of drakeskin leather boots of uncanny dodging (8 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+6 eff.) Ranged Defense: +7 (+6 eff.) Fatigue: +5% Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +31% Metal gloves protecting the hands up to the middle of the lower arm. |
Lelayaleg the hardened leather hat (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +3 Mag / +3 Wil / +7 Con Changes resistances: +15% light / +13% darkness A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +21% acid A suit of armour made of mail. |
141 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. |
48 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
22 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. |
47 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
55 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
48 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 146, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
47 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Shaznak the Orc Gunslinger level 26
43rd Revenge 124th year of Ascendancy at 12:31 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Shaznak the Orc Gunslinger level 13
33rd Retaking 124th year of Ascendancy at 22:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shaznak the Orc Gunslinger level 31
2nd Dearth 124th year of Ascendancy at 06:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shaznak the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 01:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shaznak the Orc Gunslinger level 20
34th Revenge 124th year of Ascendancy at 07:43 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shaznak the Orc Gunslinger level 30
11st Pain 124th year of Ascendancy at 14:06 see stats
Mercy, mercy! (Insane (Roguelike) difficulty)
Killed Talosis without any civilians deaths.By Shaznak the Orc Gunslinger level 7
20th Retaking 124th year of Ascendancy at 23:51 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Shaznak the Orc Gunslinger level 35
42nd Dearth 124th year of Ascendancy at 08:04 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Shaznak the Orc Gunslinger level 32
3rd Dearth 124th year of Ascendancy at 17:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shaznak the Orc Gunslinger level 30
12nd Pain 124th year of Ascendancy at 06:53 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Shaznak the Orc Gunslinger level 21
36th Revenge 124th year of Ascendancy at 02:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shaznak the Orc Gunslinger level 36
7th Loss 124th year of Ascendancy at 02:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shaznak the Orc Gunslinger level 20
34th Revenge 124th year of Ascendancy at 21:09 see stats
Log
Cyriyara the shalore liberator casts Searing Light.
Skeleton warrior slows down.
Skeleton warrior is silenced!
The shield around skeleton master archer crumbles.
Shaznak's Awesome Toss hits Skeleton warrior for 271 physical, 45 lightning, 12 temporal, 13 darkness, 12 mind, 4 temporal (357 total damage).
Shaznak's Awesome Toss hits Cyriyara the shalore liberator for 2 temporal damage.
Shaznak's Awesome Toss hits Lich for 4 temporal damage.
Shaznak's Awesome Toss hits Skeleton master archer for (5 absorbed), 276 physical, 45 lightning, 8 temporal, 13 darkness, 12 mind, 3 temporal (357 total damage).
Shaznak's Awesome Toss hits Skeleton mage for 4 temporal damage.
Shaznak's Awesome Toss hits Skeleton warrior for 4 temporal damage.
Impending Doom from Cyriyara the shalore liberator hits Shaznak for (35 resist armour), 14 arcane (14 total damage).
Cyriyara the shalore liberator hits Shaznak for (35 resist armour), 101 light (101 total damage).
Burning from Skeleton mage hits Shaznak for (35 resist armour), 0 fire (0 total damage).
Cyriyara the shalore liberator's light area effect hits Shaznak for (35 resist armour), 31 light (31 total damage).
Skeleton master archer uses Pinning Shot.
Cyriyara the shalore liberator stops bleeding.
Lich uses Focus Shadows.
The shadows converge on Shaznak!
Shaznak resists!
Skeleton master archer's Pinning Shot hits Shaznak for (35 resist armour), 92 physical, (10 resist armour), 0 acid (92 total damage).
Skeleton warrior resists the mind attack!
Skeleton warrior slows down.
Shadow casts Fade.
Shadow fades!
Armoured skeleton warrior speeds up.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Shaznak shrugs off the critical damage!
Saving game...






























































































