
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 | 18 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Admiral Korbek at level 18 on the 32nd Retaking 124th year of Ascendancy at 09:32 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 47 (base 43) |
| Constitution | 17 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 40 (base 35) |
Resources
| Life | -24/370 |
| Steam | 47/100 |
| Healing Factor | 1.062941519274 |
| Regeneration | 4.5175014569144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 36 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 36 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +3% |
| Arcane | +5% |
| Fire | +10% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 12 (69.687909656376%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 15 |
| Mental Save | 29 |
Defense: Resistances
| Cold | + 35%( 70%) |
| Lightning | + 10%( 70%) |
| Nature | + 29%( 70%) |
| Temporal | + 26%( 70%) |
| Blight | + 8%( 70%) |
| Acid | + 10%( 70%) |
| Fire | + 14%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 40% |
| Poison Resistance | 50% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 69%. |
| 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: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 ErĂșan 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. | 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 Yetis | 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 |
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'HaĂŻb 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. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 rough leather boots of phasing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots of crippling (17/17, 30-35 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire 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. |
| On head | Yeti Mind Controller (0 def, 3 armour) 2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: Stats +4 Cun offense ------ Mind Crit +9% Mindpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +3% Mind save +16 (+8 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
| Tool | It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | psionicist's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | treant's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +10% Disease Resist +10% Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Talosis' Counterpoint 4.0 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 On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+3 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| On hands | temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 9 temporal On-Ranged-Hit 7 temporal Damage +5% arcane +3% temporal defense ------ Armor +2 Fatigue +3% Resistance +8% temporal 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. |
| In off hand | steady steel steamgun of dampening 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Accuracy +6 (+3 eff.) defense ------ Resistance +8% acid +8% lightning +9% cold +7% fire +2% all Spell save +5 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | cured leather armour of temporal resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% temporal Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A suit of armour made of leather. |
Inventory
wild infusion of the sneak (res 23%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 3; phase 16; cd 19)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell0.1 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: Spring Grapple0.1 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. |
schematic: Water 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. |
starlit steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
steel mace of daylight (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 light Damage Against +10% Undead Blunt and deadly. |
cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +6 Con +7 Wil defense ------ Life +37.00 Slings are used to hurl stones or metal shots at your foes. |
infernal ash starstaff of breaching (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +19.00% Spellpower +9 (+3 eff.) On-Hit 15 fire Damage +15% physical Ignore resists +8% physical other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (17-20 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +15 (+4 eff.) Damage +17% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
truestriking steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +13 (+6 eff.) Ignore Armor +6 One-handed war axes. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +5 (+3 eff.) Ignore Armor +6 defense ------ Armor +2 Resistance +7% blight Spell save +10 (+7 eff.) 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. |
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. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
2 agate0.0 Encumbrance 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. |
8 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. |
2 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. |
3 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. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) 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. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 137] simple healing salve [power 137]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 137 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
high-capacity pouch of steel shots (42/42, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 42 While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 While equipped: Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
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 corrosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
steel back support0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -8% other ------- Encumbrance +20 Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
3 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. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% 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 Arthyhek the Orc Gunslinger level 13
19th Retaking 124th year of Ascendancy at 23:40 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Arthyhek the Orc Gunslinger level 14
24th Retaking 124th year of Ascendancy at 21:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arthyhek the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 23:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arthyhek the Orc Gunslinger level 17
31st Retaking 124th year of Ascendancy at 18:07 see stats
Log
Admiral Korbek hits Arthyhek for (27 flat reduction), 66 physical, (27 flat reduction), 1 physical, (4 flat reduction), 0 blight, (5 flat reduction), 0 temporal, (22 flat reduction), 0 lightning (67 total damage).
Admiral Korbek is not crippled anymore.
Arthyhek's Static Shot misses Admiral Korbek.
Arthyhek's Static Shot hits Admiral Korbek for 44 lightning, 3 temporal, 7 physical (54 total damage).
Arthyhek uses Ceasefire.
Arthyhek's Ceasefire misses Admiral Korbek.
Arthyhek's Ceasefire hits Admiral Korbek for 55 physical, 3 temporal (58 total damage).
Admiral Korbek is dazed!
Admiral Korbek uses Infusion: Wild.
Admiral Korbek is not dazed anymore.
Admiral Korbek is cured!
Admiral Korbek lessens the pain.
Admiral Korbek performs a melee critical strike against Arthyhek!
Melee retaliation hits Admiral Korbek for 2 fire, 2 fire (5 total damage).
Admiral Korbek hits Arthyhek for (27 flat reduction), 59 physical, (27 flat reduction), 12 physical, (4 flat reduction), 0 blight, (5 flat reduction), 0 temporal, (8 flat reduction), 0 blight (71 total damage).
Melee retaliation hits Admiral Korbek for 2 fire, 2 fire (5 total damage).
Admiral Korbek hits Arthyhek for (27 flat reduction), 78 physical, (27 flat reduction), 6 physical, (4 flat reduction), 0 blight, (5 flat reduction), 0 temporal (84 total damage).
Talent Explosive Shell is ready to use.
Arthyhek picks up (j.): steel mace of daylight (14-20 power, 3 apr).
Talent Strafe is ready to use.
Arthyhek uses pair of rough leather boots of phasing!
Admiral Korbek feels pain again.
Melee retaliation hits Admiral Korbek for 6 fire, 6 fire (11 total damage).
Admiral Korbek hits Arthyhek for (27 flat reduction), 59 physical (59 total damage).
Arthyhek the level 18 orc gunslinger was raked to death by Admiral Korbek on level 4 of Dominion Port.




























































































