














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 35 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 16 on the 50th Retaking 124th year of Ascendancy at 10:50 0 / 8Killed by greater multi-hued wyrm at level 20 on the 6th Revenge 124th year of Ascendancy at 09:23 Killed by Sleeping Cyralradavea at level 22 on the 11st Revenge 124th year of Ascendancy at 12:38 Killed by Ouinn the human at level 30 on the 31st Pain 124th year of Ascendancy at 04:28 Killed by Elivena the crystalbark at level 33 on the 1st Dearth 124th year of Ascendancy at 01:20 Killed by ritch flamespitter at level 33 on the 1st Dearth 124th year of Ascendancy at 02:29 Killed by Emelarin the worm that walks at level 35 on the 18th Dearth 124th year of Ascendancy at 20:16 Killed by Emelarin the worm that walks at level 35 on the 18th Dearth 124th year of Ascendancy at 21:20 |
Primary Stats
| Strength | 25 (base 16) |
| Dexterity | 88 (base 60) |
| Constitution | 40 (base 20) |
| Magic | 14 (base 10) |
| Willpower | 30 (base 18) |
| Cunning | 82 (base 50) |
Resources
| Life | -72/1014 |
| Psi | 150/150 |
| Steam | 95/100 |
| Healing Factor | 1.5022297605398 |
| Regeneration | 18.402314566613 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 66.609079669634 |
| See Invisible | 75.609079669634 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 72 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 72 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +18% |
| Darkness | +15% |
| Cold | +15% |
| Blight | +12% |
| Arcane | +12% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| Lightning | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (72.28143328797%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 25 |
| Mental Save | 52 |
Defense: Resistances
| Cold | + 41%( 70%) |
| Lightning | + 10%( 70%) |
| Nature | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Bleed Resistance | 40% |
| Confusion Resistance | 27% |
| Instadeath Resistance | 100% |
| Stun Resistance | 24% |
| Poison Resistance | 67% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 107% efficiency and cooldown mod of 58%. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 3 turns. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 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 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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | 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. * 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 | Sparkmonster (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +12% arcane +12% blight Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Olomnir' (17/19, 42-50 power, 2 apr) 3.0 T2 shot ammo [Rare] Master Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 19 Proj.spd +200% Ranged+ +4 physical On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's alchemist's lamp of clarity1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Heal.mod +14% ---------- misc Light +4 See.Stealth +10 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing hardened leather cap of dexterity (+7) (0 def, 3 armour) 2.0 T3 head armor [Ego] Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+5 eff.) Silence- +30% A cap made of leather. |
| On hands | Harustir (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Mind.pwr +5 (+2 eff.) Acc +7 (+1 eff.) Apr +5 ----- def ----- Armour +2 Crit.chn- 10.00% Max.HP +100.00 ---------- misc Equi/ret +0.16 Talents +2 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 18 cooldown Level 4.5 Pwr.cost 18 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing dwarven-steel torque of mindblast [power 240] (13 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Brodehor0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +7 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +10% mind Acc +12 (+3 eff.) ----- def ----- Resists +10% nature +10% blight Mind.save +12 (+4 eff.) Poison- +27% Disease- +30% Confus- +27% ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.49 cold and 11.73 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 52 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
| In main hand | enhanced dwarven-steel steamgun of fire 4.0 T3 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 fire On Hit: * applies a stacking poison dealing 36 damage per turn Uses 2.0 Steam While equipped: Stats +3 Str +8 Dex +5 Mag +7 Wil +7 Cun +5 Con dps ---------- Dmg.mod +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Arydassra 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Apr +4 ----- def ----- Resists +9% mind +6% cold Mind.save +10 (+3 eff.) Max.HP +100.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 See.Invis +6 A belt that goes around your waist. |
| In off hand | Titan 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% On Hit: * chills your foe dealing 30 damage and slowing them by one tenth of a turn Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
| Cloak | Eclipselord (10 def, 5 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +5 Cun +4 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +10% nature +10% cold Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +11 (+4 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 | Ulatir the Blazeripper (29 def, 14 armour) 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +20% temporal ----- def ----- Armour +14 Defense +29 (+8 eff.) Fatigue +8% Resists +9% temporal +9% physical Phys.save +17 (+6 eff.) Mind.save +18 (+6 eff.) Max.HP +20.00 HP.reg +12.00 Heal.mod +14% Poison- +40% Disease- +40% Cut- +40% ---------- misc Light +1 A suit of armour made of leather. |
Inventory
wild infusion of the warrior (res 23%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical 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. |
Prismatic Rune (6 turns; lightning, cold, mind, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 cold, 3 mind, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 156; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 156.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp0.1 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. |
schematic: Healing Salve0.1 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. |
schematic: Poison Groove0.1 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. |
schematic: Thunderclap Coating0.1 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. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +23% Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
Beobers the dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Str +8 Mag dps ---------- Res.pen +25% acid +15% temporal ---------- misc Infravis +3 Sharp, short and deadly. |
deep-steel trident of crippling (26-42 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ---------- misc Mana/turn +0.30 Max.mana +29.00 A belt that goes around your waist. |
Duatheltitan (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% light +5% arcane +9% mind Phys.save +6 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+4 eff.) Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hodig the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +13 Str +3 Mag +2 Wil +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% temporal +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayetha (0 def, 4 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Mind.crit +2% Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Dmg.mod +15% blight Melee Ret 8 temporal ----- def ----- Armour +4 Resists +15% blight +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Spell.pwr +3 (+3 eff.) Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Blindside: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +5 Dex ----- def ----- Armour +3 Stealth +9 ---------- misc Stam/turn +0.60 Max.stam +16.00 A pair of boots made of leather. |
Phoenixhacker (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +9% arcane +30% fire +9% light +6% nature Res.pen +10% nature +15% light ----- def ----- Armour +3 Resists +18% fire ---------- misc Light +3 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. |
heroic hardened leather gloves of the verdant (0 def, 5 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +5 Resists +7% blight +5% darkness +11% arcane Affinity +5% nature Spell.save +11 (+5 eff.) Mind.save +9 (+3 eff.) Max.HP +51.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Strikewake (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +9% mind Mind.save +3 (+1 eff.) ---------- misc Stam/ret +2.00 Equi/ret +1.30 Hate/m.crit +2.00 A cap made of leather. |
cashmere wizard hat of fire (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +19% fire A pointy cloth hat, very wizardly... |
hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 18 cooldown Level 4.5 Pwr.cost 18 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 53.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
3 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. |
14 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. |
9 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. |
19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
13 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Fogvein the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature +15% mind +6% darkness Res.pen +10% fire ----- def ----- Resists +12% nature +9% mind +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con 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 Mag +5 Con 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. |
16 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech 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 22 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 138 Puts Talent Medical Injector on 13 cooldown Medical salve. |
flaming pouch of dwarven-steel shots of accuracy (21/21, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 21 On Hit.r1 +8 fire While equipped: Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of stralite shots (23/23, 42-50 power, 5 apr)3.0 T4 shot ammo [Ego+] Disrupt Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 On Crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Kindlenigh' (19/19, 30-35 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 29.5 - 35.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +7.0% Capacity 19 Proj.spd +200% Ranged+ +20 fire On Crit.r2 +12 physical While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
innervating steel torque of gale force [power 150] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of gale force [power 210] (11 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 210 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 315] (17 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 334 mind damage and silencing them for 4 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
8 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Aryvena the Orc Gunslinger level 11
26th Retaking 124th year of Ascendancy at 10:49 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Aryvena the Orc Gunslinger level 14
44th Retaking 124th year of Ascendancy at 12:18 see stats
Exterminator
Killed 1000 creatures.By Aryvena the Orc Gunslinger level 29
28th Pain 124th year of Ascendancy at 14:14 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Aryvena the Orc Gunslinger level 23
31st Revenge 124th year of Ascendancy at 15:44 see stats
Level 10
Got a character to level 10.By Aryvena the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 07:55 see stats
Level 20
Got a character to level 20.By Aryvena the Orc Gunslinger level 20
4th Revenge 124th year of Ascendancy at 06:06 see stats
Level 30
Got a character to level 30.By Aryvena the Orc Gunslinger level 30
28th Pain 124th year of Ascendancy at 21:43 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Aryvena the Orc Gunslinger level 33
35th Pain 124th year of Ascendancy at 03:39 see stats
Size matters
Did over 600 damage in one attack.By Aryvena the Orc Gunslinger level 31
33rd Pain 124th year of Ascendancy at 00:34 see stats
That was close
Killed your target while having only 1 life left.By Aryvena the Orc Gunslinger level 15
45th Retaking 124th year of Ascendancy at 13:36 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Aryvena the Orc Gunslinger level 25
48th Revenge 124th year of Ascendancy at 00:36 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Aryvena the Orc Gunslinger level 34
9th Dearth 124th year of Ascendancy at 00:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aryvena the Orc Gunslinger level 19
3rd Revenge 124th year of Ascendancy at 20:13 see stats
Log
Talent Trick Shot is ready to use.
Worm Rot from Emelarin the worm that walks hits Aryvena for (31 flat reduction), (9 resonance), 9 blight, (31 flat reduction), (4 resonance), 4 acid (13 total damage).
Emelarin the worm that walks receives 160 healing.
Emelarin the worm that walks hits Aryvena for (31 flat reduction), (81 resonance), 81 blight (81 total damage).
Decrepitude Disease from Emelarin the worm that walks hits Aryvena for (31 flat reduction), (3 resonance), 3 blight (3 total damage).
Aryvena receives 6 healing.
Bleeding from Aryvena hits Emelarin the worm that walks for 19 physical damage.
Lava floor heals Emelarin the worm that walks!
Emelarin the worm that walks casts Epidemic.
Aryvena is afflicted by an epidemic!
Emelarin the worm that walks misses Aryvena.
Lava floor burns Aryvena!
Emelarin the worm that walks receives 160 healing.
Emelarin the worm that walks hits Aryvena for (31 flat reduction), (55 resonance), 55 fire (55 total damage).
Bone Spike hits Aryvena for (31 flat reduction), (10 resonance), 10 physical (10 total damage).
Aryvena shoots!
Your resonance field crumbles under the damage!
The psychic field around Aryvena crumbles.
Aryvena is free from the worm rot.
Emelarin the worm that walks deactivates Fearscape.
A carrion worm mass bursts out of Aryvena!
Talent Explosive Shell is ready to use.
Aryvena receives 3 healing.
Aryvena's Shoot hits Carrion worm mass for 121 physical, 2 physical, 34 cold (157 total damage).
Epidemic from Emelarin the worm that walks hits Aryvena for (31 flat reduction), (7 resonance), 55 blight (55 total damage).
Emelarin the worm that walks hits Aryvena for (31 flat reduction), 137 blight (137 total damage).
Decrepitude Disease from Emelarin the worm that walks hits Aryvena for (31 flat reduction), (7 resonance), 7 blight (7 total damage).
Aryvena the level 35 orc gunslinger was diseased to death by Emelarin the worm that walks on level 1 of Fearscape.
You are brought back from the Fearscape!






















































































































