














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 | 
| 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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 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. 
 
 
 
 
 
 
 
  | 
| Campaign | Orcs | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 25 / 90% | 
| Size | medium | 
| Lifes / Deaths | Killed by Gloryrimina the ritch larva at level 25 on the 18th Revenge 124th year of Ascendancy at 12:51  / 1 | 
Primary Stats
| Strength | 18 (base 15) | 
| Dexterity | 66 (base 55) | 
| Constitution | 32 (base 11) | 
| Magic | 16 (base 10) | 
| Willpower | 23 (base 10) | 
| Cunning | 56 (base 43) | 
Resources
| Life | -59/680 | 
| Steam | 10/100 | 
| Healing Factor | 1.3724420161895 | 
| Regeneration | 8.5777626011843 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 45 | 
| Accuracy | 44 | 
| Crit Chance | 19% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 45 | 
| Accuracy | 44 | 
| Crit Chance | 19% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +13% | 
| Light | +10% | 
| Darkness | +6% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +15% | 
Defense: Base
| Armour (hardiness) | 30 (30%) | 
| Defense | 41 | 
| Ranged Defense | 41 | 
| Fatigue | 14 | 
| Physical Save | 35 | 
| Spell Save | 13 | 
| Mental Save | 30 | 
Defense: Resistances
| Darkness | + 30%( 70%) | 
| Lightning | + 43%( 70%) | 
| Light | + 55%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Disarm Resistance | 22% | 
| Pinning Resistance | 22% | 
| Blind Resistance | 46% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 21% | 
Inscriptions (4/4)
| 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 7.4 steam per turn. Can be activated for an instant burst of 37 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 135% efficiency and cooldown mod of 88%. 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 100% efficiency and cooldown mod of 100%.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Bullets mastery | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Elusiveness | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Automation | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Steamtech / Gunner training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Orc | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
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 Erúan 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.  | active | 
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs.  | active | 
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.  | 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.  | active | 
A group of trolls from the Kar'Haïb 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 |  pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  blazing pouch of stralite shots (15/19, 42-51 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Ego] Nature Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +19 fire On-crit, radius 2 +6 fire While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death.  | 
| Light source |  Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  stabilizing dwarven-steel helm (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Ego] Master While equipped: offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Physical save +12 (+5 eff.) other ------- Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  heroic dwarven-steel gauntlets of the starseeker (0 def, 6 armour) 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag defense ------ Armor +6 Fatigue +3% Resistance +7% light +7% darkness Mind save +8 (+4 eff.) Life +46.00 other ------- Infravision +1 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 39.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Smolderblur the ash wand of lightning storm [power 188]  (4/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% darkness +12% fire Ignore resists +15% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 30. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  pixie's steel ring of lightning (+26%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +2 Mag offense ------ Spellpower +7 (+4 eff.) Damage +13% lightning defense ------ Resistance +26% lightning Rings make your fingers look great!  | 
| On fingers |  titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +25.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great!  | 
| Around neck |  Turalenaridir0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +6 Cun +7 Con offense ------ Critical power +19.00% Move Speed +10% Accuracy +8 (+2 eff.) Ignore Armor +15 defense ------ Armor +6 Fatigue -4% Resistance +16% light +20% darkness Physical save +15 (+6 eff.) Unlife -40.00 life Life Regen +3.00 Blind Resist +46% other ------- Stamina/turn +0.70 Amulets make your neck look great!  | 
| In main hand |  Vindicator4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!"  | 
| Around waist |  Strike's kiss the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Mind Crit +2% Critical power +15.00% defense ------ Defense +14 (+5 eff.) Resistance +15% lightning Stealth +9 other ------- EQ when Hit +0.08 Max psi +40.00 A belt that goes around your waist.  | 
| In off hand |  dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil defense ------ Life +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
| Cloak |  regal cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +3 Con defense ------ Defense +2 (+1 eff.) Mind save +5 (+2 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 |  troll-hide hardened leather armour (9 def, 10 armour) 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +8% Crit Resistance 14.00% Life +32.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather.  | 
Inventory
 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Deflection Field0.1 Encumbrance 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.  | 
 2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Steamgun0.1 Encumbrance 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.  | 
 copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great!  | 
 rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great!  | 
 wizard's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Spell save +6 (+6 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 112% 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. Rings make your fingers look great!  | 
 balanced steel dagger of crippling (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +24% Sharp, short and deadly.  | 
 Hailbone (45-68 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Mag offense ------ Physical Crit +13.0% Critical power +19.00% Damage +6% cold Ignore Armor +14 defense ------ Resistance +15% cold other ------- Light +3 Massive two-handed mauls.  | 
 steel greatmaul of daylight (30-45 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 light Damage Against +12% Undead Massive two-handed mauls.  | 
 ranger's yew longbow4.0 Encumbrance T3 longbow 2H weapon [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes.  | 
 yew magestaff 'Skypierce' (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun +1 Wil offense ------ Spell Crit +3% Mind Crit +2% Spellpower +9 (+5 eff.) Damage +12% acid +20% fire +9% mind Ignore resists +15% lightning +10% mind defense ------ Defense +11 (+4 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 51.55 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why.  | 
 ranger's steel steamgun of cold4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +9 cold Uses 2.0 Steam While equipped: Stats +1 Dex offense ------ Damage +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 Cinderstriker the steel waraxe (20-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Str +9 Dex defense ------ Resistance +6% fire Crit Resistance 15.00% One-handed war axes.  | 
 Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers.  | 
 insulating hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +7% fire +7% cold Life +37.00 A belt that goes around your waist.  | 
 Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
 temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +4% temporal defense ------ Armor +2 Resistance +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 11 darkness Damage +3% darkness defense ------ Armor +2 Fatigue +3% Resistance +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Issedir the Sunarc (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +6% mind +12% fire Physical save +14 (+6 eff.) Spell save +9 (+8 eff.) Mind save +15 (+7 eff.) Healmod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 hardened leather hat 'Vorathra' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Critical power +20.00% Mindpower +10 (+5 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% light +11% cold Life +40.00 other ------- Max psi +20.00 Breathe water A hat made of leather. Very stylish.  | 
 rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish.  | 
 rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life Regen +4.10 other ------- Stamina/turn +0.80 A suit of armour made of mail.  | 
 5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.0 Encumbrance 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.  | 
 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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.  | 
 Automated Portable Extractor0.0 Encumbrance 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.  | 
 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)2.0 Encumbrance 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.  | 
potent water salve [power 14] potent water salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve.  | 
powerful pain suppressor salve [power 200] powerful pain suppressor salve [power 200]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -200 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve.  | 
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve.  | 
simple healing salve [power 142] simple healing salve [power 142]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 142 Puts Talent Medical Injector on 15 turn cooldown Medical salve.  | 
 Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) While equipped: Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this.  | 
 crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power!  | 
 good explosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power!  | 
 steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power!  | 
 steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power!  | 
 evasive dwarven-steel torque of psionic shield [power 79]  (4/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 cleansing ash totem of summon tentacle [power 155]  (4/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 349 Base Damage: 165 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 innervating ash wand of lightning storm [power 200]  (4/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (226 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light 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 Hathelen the Orc Gunslinger level 11
17th Retaking 124th year of Ascendancy at 22:51 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Hathelen the Orc Gunslinger level 14
25th Retaking 124th year of Ascendancy at 08:01 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Hathelen the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 03:52 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Hathelen the Orc Gunslinger level 20
42nd Retaking 124th year of Ascendancy at 18:48 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Hathelen the Orc Gunslinger level 25
18th Revenge 124th year of Ascendancy at 06:16 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Hathelen the Orc Gunslinger level 20
43rd Retaking 124th year of Ascendancy at 00:43 see stats
Log
Hathelen's Static Shot performs a ranged critical strike against Something!
Hathelen's Static Shot hits Larvae bloated ritch mother for 149 lightning, 11 fire, 4 fire, 79 light (243 total damage).
Hathelen's Static Shot hits Something for 5 fire, 49 light, 137 lightning, 14 fire (205 total damage).
Hathelen's Static Shot hits Isoma the ritch hive mother for 3 fire, 72 light, 104 lightning, 11 fire, 71 light (260 total damage).
Hathelen's Static Shot hits Something for 49 light, 73 lightning, 14 fire (137 total damage).
Hathelen's Static Shot hits Bloated ooze for 63 lightning damage.
Hathelen's Static Shot hits Bloated ooze for 5 fire, 71 lightning (76 total damage).
Hathelen's Static Shot hits Isoma the ritch hive mother for 3 fire, 110 lightning, 11 fire (124 total damage).
Hathelen's Static Shot hits Larvae bloated ritch mother for 171 lightning, 11 fire, 3 fire (185 total damage).
Hathelen's Static Shot hits Something for 1 fire, 22 lightning (23 total damage).
Hathelen's Static Shot hits Bloated ooze for 70 lightning, 14 fire (84 total damage).
Hathelen's Static Shot killed Larvae bloated ritch mother!
Hathelen's Static Shot killed Bloated ooze!
Hathelen's Static Shot killed Bloated ooze!
Hathelen's Static Shot killed Bloated ooze!
Hathelen deactivates Chant of Fortitude.
Gloryrimina the ritch larva's Acidfire cloud hits Hathelen for (31 flat reduction), 53 acid (53 total damage).
Isoma the ritch hive mother casts Flame.
Hathelen is on fire!
Isoma the ritch hive mother hits Hathelen for (31 flat reduction), 46 fire (46 total damage).
Isoma the ritch hive mother stops bleeding.
Hathelen shreds through sandwalls!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Sawfield is ready to use.
Burning from Isoma the ritch hive mother hits Hathelen for (26 flat reduction), 0 fire (0 total damage).
Gloryrimina the ritch larva's Acidfire cloud hits Hathelen for (31 flat reduction), 53 acid (53 total damage).
Hathelen the level 25 orc gunslinger was dissolved to death by Gloryrimina the ritch larva on level 3 of Ritch Hive.












































































































