


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.6.0Official 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:
 Forbidden Cults 1.6.0Official 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. 
 
 
 
 
 
 
 
 1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Better Item Description 1.6.0This 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 1.6.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This 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 | Orcs | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Orc | 
| Class | Annihilator | 
| Level / Exp | 32 / 52% | 
| Size | big | 
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 32 on the 50th Revenge 124th year of Ascendancy at 17:39  / 1 | 
Primary Stats
| Strength | 126 (base 60) | 
| Dexterity | 50 (base 39) | 
| Constitution | 11 (base 10) | 
| Magic | 17 (base 10) | 
| Willpower | 21 (base 10) | 
| Cunning | 58 (base 36) | 
Resources
| Life | -43/719 | 
| Steam | 5/112 | 
| Healing Factor | 1.0082872928177 | 
| Regeneration | 4.2852209944752 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +251.5% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 4 | 
| Infravision | 6 | 
| See Stealth | 13 | 
| See Invisible | 19 | 
Offense: Mainhand
| Damage | 57 | 
| Accuracy | 65 | 
| Crit Chance | 30% | 
| APR | 4 | 
| Speed | 0.90 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Light | +11% | 
| Mind | +12% | 
| Darkness | +17% | 
| Physical | +12% | 
| Fire | +4% | 
| All | 0% | 
Offense: Damage Penetration
| Nature | +53% | 
| Mind | +38% | 
| All | +13% | 
Defense: Base
| Armour (hardiness) | 35.317011280365 (73.452380952381%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 35 | 
| Spell Save | 22 | 
| Mental Save | 46 | 
Defense: Resistances
| Acid | + 36%( 70%) | 
| Blight | + 28%( 70%) | 
| Physical | + 22%( 70%) | 
| Cold | + 23%( 70%) | 
| All | + 12%( 70%) | 
| Lightning | + 38%( 70%) | 
| Light | + 21%( 70%) | 
| Mind | + 26%( 70%) | 
| Darkness | + 29%( 70%) | 
| Fire | + 38%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Stun Resistance | 40% | 
| Bleed Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 40% | 
| Disarm Resistance | 80% | 
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 5.0 steam per turn. Can be activated for an instant burst of 25 steam.  | 
| 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 131% efficiency and cooldown mod of 61%. Its effects scale with your Willpower 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 242% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Willpower stat.  | 
Class Talents
| Steamtech / Gadgets | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Magnetism | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 4/5 | 
  | 4/5 | 
| Steamtech / Demolition | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Artillery | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Heavy weapons | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Turrets | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Steamtech / Engineering | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Rocket Boots | 
| talent | Chant of Fortitude | 
| talent | Exoskeleton | 
| talent | Chemical Grenade | 
| talent | Rocket Pod | 
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 12% and causing attacks against them to trigger a shield attack for 71% damage as lightning. Static Shield | 
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo | 
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (153/487). Capacitor Discharge | 
| detrimental effect | Huge cut that bleeds, doing 49.67 physical damage per turn. Bleeding | 
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike | 
| detrimental effect | Beneficial effects of Magnetic Field lost. Demagnetized | 
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 19% and triggers a radius 3 conal explosion dealing 83% steamgun damage. 1 stacks remaining. Reactive Armor | 
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. * You have tunnelled close enough to the Gates of Morning.  | 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united.  | done | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves.  | done | 
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward.  | active | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies.  | active | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides.  | active | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid.  | 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 |  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc Talents +3 Rocket Boots ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
| Quiver |  barbed pouch of dwarven-steel shots (23/23, 148% power, 3 apr) 3.0 T3 shot ammo [Ego+] Master Power 148% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 23 On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death.  | 
| Light source |  scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee Ret 15 fire ----- def ----- Resists +8% blight +6% fire +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 25 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  thaloren dwarven-steel helm of the bounder (0 def, 4 armour) 3.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex +5 Wil +8 Cun ----- def ----- Armour +4 Fatigue +4% Resists +10% blight Mind.save +19 (+7 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 622.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  cinder hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 fire Dmg.mod +4% fire ----- def ----- Armour +2 Resists +5% fire Disarm- +80% ---------- misc Talents +3 Iron Grip 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.  | 
| Tool |  Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained.  | 
| On fingers |  conjurer's steel ring of speed0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Mov.spd +14% Acc +5 (+1 eff.) ----- def ----- Defense +7 (+0 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties.  | 
| On fingers |  Frozenmight0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +12% physical +12% mind Res.pen +25% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +12% physical +6% cold Rings can have magical properties.  | 
| Around neck |  Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+0 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck.  | 
| In main hand |  dwarven-steel steamgun 'Smeartrial' 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Crit +0.0% Atk.spd 111% Range +8 Proj.spd +800% On Hit.r1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% nature ----- def ----- Resists +21% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
| Around waist |  Layita the Sewerglory1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% nature Acc +20 (+5 eff.) Apr +1 ----- def ----- Resists +7% acid +6% lightning +7% cold +9% nature +7% fire Die.at -20.00 life A belt that goes around your waist.  | 
| In off hand |  stralite shield of the stars (0 def, 8 armour, 100% power, 137 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 154% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +137 Melee+ +11 light +13 darkness While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +8 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices.  | 
| Cloak |  Pressurizer (8 def, 0 armour) 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+4 eff.) ----- def ----- Defense +8 (+0 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors.  | 
| Main armor |  Cloudwinnow the steel mail armour (2 def, 12 armour) 14.0 T2 heavy armor [Rare] Psionic While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +16% mind +12% fire Spell.save +12 (+6 eff.) Mind.save +25 (+9 eff.) Max.HP +40.00 HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of mail.  | 
Inventory
 movement infusion of the sneak (speed 757%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 schematic: Rocket Boots0.1 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.  | 
 Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 19 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel.  | 
 Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why.  | 
 rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist.  | 
 Shadowpulverizer (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +5 Str dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +9% acid Melee Ret 4 darkness ----- def ----- Armour +4 Fatigue +4% Resists +18% darkness +1% physical Mind.save +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cleansing iron helm of strength (0) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +0 Cun +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight Mind.save +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 searing rough leather armour of Eyal (3 def, 2 armour)9.0 T1 light armor [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 10 acid 9 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +10% acid +11% fire Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather.  | 
 Sparkmoon the steel plate armour (0 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% lightning +18% fire +3% light +20% blight Spell.save +12 (+6 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of metal plates.  | 
 swashbuckler's dwarven-steel shield (0 def, 6 armour, 100% power, 81 block)7.0 T3 shield armor [Ego+] Master When used to Attack: Power 143% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +81 While equipped: Stats +4 Str +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
 2 agate0.0 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.  | 
 54 alchemist agate0.0 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.  | 
 44 onyx0.0 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.  | 
 25 aquamarine0.0 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.  | 
 52 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 35 opal0.0 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.  | 
 27 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 49 emerald0.0 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.  | 
 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!  | 
 Automated Portable Extractor0.0 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.  | 
 29 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 ruby0.0 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.  | 
 Rod of Recall (1/1)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.  | 
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
simple healing salve [power 135] simple healing salve [power 135]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve.  | 
 Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot.  | 
 high-capacity pouch of steel shots of erosion (42/42, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 42 Ranged+ +7 nature While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death.  | 
 steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power!  | 
 steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power!  | 
 23 amethyst0.0 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.  | 
 55 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.0 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.  | 
 2 citrine0.0 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.  | 
 Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
Achievements
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Turretumashii the Orc Annihilator level 13
25th Retaking 124th year of Ascendancy at 05:05 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Turretumashii the Orc Annihilator level 27
12nd Revenge 124th year of Ascendancy at 22:54 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Turretumashii the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 15:49 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Turretumashii the Orc Annihilator level 20
44th Retaking 124th year of Ascendancy at 23:37 see stats
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Turretumashii the Orc Annihilator level 30
34th Revenge 124th year of Ascendancy at 20:19 see stats
			Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By Turretumashii the Orc Annihilator level 32
36th Revenge 124th year of Ascendancy at 13:43 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Turretumashii the Orc Annihilator level 31
35th Revenge 124th year of Ascendancy at 13:15 see stats
			This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Turretumashii the Orc Annihilator level 21
45th Retaking 124th year of Ascendancy at 19:50 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Turretumashii the Orc Annihilator level 16
31st Retaking 124th year of Ascendancy at 14:38 see stats
Log
You cannot go into the wilds with the following effects: Stormstrike, Demagnetized
Turretumashii uses Block.
A static shield forms around Turretumashii.
High Sun Paladin Aeryn casts Lucent Wrath.
Talent Rocket Boots is ready to use.
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing (0 total damage) [33 healing].
Burning Phosphorous from Turretumashii hits High Sun Paladin Aeryn for 16 fire damage.
Deep Wound from Turretumashii hits High Sun Paladin Aeryn for 25 physical damage.
High Sun Paladin Aeryn resists the knockback!
Turretumashii's Rocket Pod hits High Sun Paladin Aeryn for 22 fire, 27 fire, 42 physical (91 total damage).
Shield of Light hits High Sun Paladin Aeryn for 11 healing, 11 healing, 11 healing (0 total damage) [33 healing].
High Sun Paladin Aeryn's light area effect hits Turretumashii for (82 blocked), 0 light (0 total damage).
You cannot go into the wilds with the following effects: Demagnetized
Turretumashii activates Rocket Boots.
High Sun Paladin Aeryn uses Block.
Shield of Light hits High Sun Paladin Aeryn for 11 healing, 11 healing (0 total damage) [22 healing].
Deep Wound from Turretumashii hits High Sun Paladin Aeryn for 28 physical damage.
Burning Phosphorous from Turretumashii hits High Sun Paladin Aeryn for 18 fire damage.
Shards of metal explode from High Sun Paladin Aeryn's shield!
Turretumashii starts to bleed.
Melee retaliation hits Turretumashii for (10 exoskeleton), 10 light (10 total damage).
High Sun Paladin Aeryn hits Turretumashii for (24 exoskeleton), 25 physical (25 total damage).
Static Shield from Turretumashii hits High Sun Paladin Aeryn for (8 blocked), 0 lightning, (3 blocked), 0 fire (0 total damage).
Turretumashii's Rocket Pod hits High Sun Paladin Aeryn for (41 blocked), 0 fire, (27 blocked), 0 fire (0 total damage).
Saving game...



































































































