
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Gunslinger |
Level / Exp | 20 / 29% |
Size | big |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 34 (base 20) |
Dexterity | 47 (base 40) |
Constitution | 49 (base 40) |
Magic | 29 (base 21) |
Willpower | 30 (base 21) |
Cunning | 68.2 (base 40) |
Resources
Life | 826/584 |
Steam | 118/118 |
Healing Factor | 1.2732873839943 |
Regeneration | 2.8648966139871 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 37 |
Accuracy | 62 |
Crit Chance | 23% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 62 |
Crit Chance | 23% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +5% |
Mind | +9% |
All | 0% |
Lightning | +11% |
Temporal | +6% |
Physical | +6% |
Cold | +17% |
Fire | +15% |
Nature | +10% |
Offense: Damage Penetration
Physical | +25% |
Acid | +5% |
Mind | +20% |
Nature | +6% |
Defense: Base
Armour (hardiness) | 8 (69.687909656376%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 30 |
Mental Save | 40 |
Defense: Resistances
Physical | + 22%( 70%) |
Cold | + 52%( 70%) |
All | + 21%( 70%) |
Lightning | + 38%( 70%) |
Light | + 33%( 70%) |
Temporal | + 31%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 23%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Stun Resistance | 20% |
Disarm Resistance | 60% |
Poison Resistance | 28% |
Knockback Resistance | 24% |
Inscriptions (3/3)
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 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Automated Cloak Tessellation |
talent | Evasive Shots |
talent | Chant of Fortitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +4 Defense +18 (+4 eff.) Resists +1% physical ---------- misc Infravis +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: ---------- misc Talents +1 Explosive Shell A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% physical Res.pen +10% physical Acc +5 (+1 eff.) Apr +4 ----- def ----- Max.HP +45.00 ---------- misc Stam/turn +1.00 Light +3 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Silence- +20% ---------- misc Psi/ret +0.12 Light +3 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +8 Mag +4 Cun dps ---------- Mind.crit +1% Phys.pwr +5 (+1 eff.) Dmg.mod +5% arcane +6% mind ----- def ----- Armour +3 Resists +6% light +7% darkness Mind.save +11 (+3 eff.) Disarm- +60% ---------- misc Infravis +2 Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 42.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +5 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% temporal Res.pen +10% physical Acc +6 (+1 eff.) Melee Ret 8 mind ----- def ----- Defense +24 (+6 eff.) Die.at -80.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 See.Invis +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Cun +2 Con +7 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +10% temporal Unseen.red 10% Pinning- +22% Knockbk- +24% ---------- misc Max.hate +10.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 fire +5 draining blight On Hit: * splashes acid on your target dealing 33 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% blight +9% fire Res.pen +5% mind ---------- misc Max.mana +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% fire Melee Ret 2 lightning ----- def ----- Fatigue -8% Resists +9% light +3% fire Spell.save +9 (+5 eff.) ---------- misc Max.enc +20 Size +1 A belt that goes around your waist. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +5 acid +9 nature On Hit: * splashes acid on your target dealing 34 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% acid +6% nature Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% fire Melee Ret 2 darkness ----- def ----- Defense +2 (+0 eff.) Resists +3% temporal +5% nature +14% cold Spell.save +11 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +17% cold ----- def ----- Resists +11% all +25% cold Poison- +28% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 81%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Mag +3 Wil +4 Cun +5 Con dps ---------- Dmg.mod +12% fire On Hit (Melee): * 20% chance to reduce damage dealt by 21% ---------- misc See.Invis +6 Masteries +0.27 Steamtech/Automation Amulets make your neck look great! |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature/Psionic Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 darkness +10 nature Against +10% Living On Hit: 20% Curse of Impotence 2 On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 26 Massive two-handed swords. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Con dps ---------- Spell.crit +6% Spell.pwr +12 (+6 eff.) Dmg.mod +3% nature +19% physical ----- def ----- Phys.save +5 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +8 (+4 eff.) Dmg.mod +9% darkness +9% cold +9% nature +10% light Res.pen +5% nature Melee Ret 2 cold ----- def ----- Resists +9% all Spell.save +17 (+9 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Rare] Nature Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.5% Capacity 20 Proj.spd +200% Ranged+ +13 cold +8 fire +20 physical On Crit.r2 +8 cold While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Psionic Power 24.0 - 28.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Rld cld 6 Ranged+ +27 mind +8 arcane On Hit.r1 +4 mind +12 arcane On Crit.r2 +4 arcane +4 mind On Hit: * 16% chance to reduce all saves and defense by 26 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Master Power 18.0 - 21.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 15 Ranged+ +16 nature On Hit.r1 +4 cold On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 53% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Risqe the Cornac Gunslinger level 18
18th Dusk 122nd year of Ascendancy at 05:43 see stats
By Risqe the Cornac Gunslinger level 20
21st Dusk 122nd year of Ascendancy at 12:55 see stats
By Risqe the Cornac Gunslinger level 10
4th Mirth 122nd year of Ascendancy at 15:45 see stats
By Risqe the Cornac Gunslinger level 20
21st Dusk 122nd year of Ascendancy at 09:35 see stats
By Risqe the Cornac Gunslinger level 7
1st Mirth 122nd year of Ascendancy at 05:10 see stats
By Risqe the Cornac Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 02:06 see stats
By Risqe the Cornac Gunslinger level 16
16th Dusk 122nd year of Ascendancy at 01:14 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 15.00 gold from the melting of Pinwheel (13-20 power, 10 apr).
You collect a new ingredient: lump of steel (1).
You gain 19.05 gold from the melting of Salegama the Kindlefiend.
You have no more inscription slots.
You are now inscribed with Implant: Steam Generator.
Risqe activates Evasive Shots.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Talent Implant: Steam Generator is ready to use.
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You cannot do that on the world map.
Today is the 22nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 24th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Saving game...
Saving done.