
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. 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:
No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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 Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 37 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by faerlhing at level 21 on the 41st Retaking 124th year of Ascendancy at 17:25 0 / 8Killed by faerlhing at level 21 on the 41st Retaking 124th year of Ascendancy at 18:15 Killed by Grgglck's Tentacle at level 25 on the 2nd Revenge 124th year of Ascendancy at 01:29 Killed by skeleton magus at level 34 on the 44th Revenge 124th year of Ascendancy at 11:40 Killed by shadow at level 34 on the 51st Revenge 124th year of Ascendancy at 23:38 Killed by High Sun Paladin Aeryn at level 34 on the 28th Pain 124th year of Ascendancy at 21:23 Killed by Agie the human at level 35 on the 26th Dearth 124th year of Ascendancy at 11:38 Killed by High Sun Paladin Aeryn at level 37 on the 33rd Dearth 124th year of Ascendancy at 04:59 |
Primary Stats
| Strength | 27 (base 14) |
| Dexterity | 78 (base 60) |
| Constitution | 53 (base 38) |
| Magic | 22 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 72 (base 48) |
Resources
| Life | -225/974 |
| Steam | 60/100 |
| Healing Factor | 1.29457841929 |
| Regeneration | 6.7965367012723 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 5 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 78 |
| Crit Chance | 37% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 78 |
| Crit Chance | 37% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +24% |
| Acid | +12% |
| Temporal | +7% |
| All | 0% |
Offense: Damage Penetration
| Physical | +22% |
| All | +14% |
| Temporal | +19% |
Defense: Base
| Armour (hardiness) | 21 (69.687909656376%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 27 |
| Mental Save | 35 |
Defense: Resistances
| Cold | + 29%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 30%( 70%) |
| Mind | + 48%(100%) |
| Fire | + 30%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * 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. * You have disposed of Kaltor, the loot is yours! | done |
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 | insulating pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 Resists +6% fire +5% cold A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots of grasping (9/19, 54-65 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Master Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Cage (0 def, 0 armour) 1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 You are immune to mental status effects. Nothing will ever reach you again. |
| On hands | restful rough leather gloves of dexterity (+4) (0 def, 2 armour) 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Talents +1 Sand Shredder 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 | supercharged yew totem of healing [power 380] (12/20 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 8 physical Ranged+ 22 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 21 On Hit (Ranged): * 12% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | titan's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Con dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Phys.save +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +19 (+8 eff.) Blind- +10% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main hand | warden's stralite steamgun of piercing4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% temporal +9% physical Res.pen +5% temporal +8% physical +8% all Acc +10 (+2 eff.) Apr +8 ---------- misc Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Guduldir'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Armour +8 Resists +6% blight +6% temporal Max.HP +41.00 HP.reg +4.00 Knockbk- +10% A belt that goes around your waist. |
| In off hand | enhanced stralite steamgun of piercing4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Str +8 Dex +9 Mag +8 Wil +10 Cun +9 Con dps ---------- Res.pen +6% all Acc +13 (+2 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | cashmere cloak 'Lisobrenn' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +5 Dex dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +15% physical Acc +15 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+3 eff.) Max.HP +42.00 ---------- misc Max.stam +30.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic reinforced leather armour of Toknor (15 def, 9 armour)9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +9 Defense +15 (+4 eff.) Fatigue +8% Resists +14% light +14% darkness A suit of armour made of leather. |
Inventory
enhanced stralite dagger (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +7 Mag +3 Wil +4 Cun +7 Con Sharp, short and deadly. |
acidic stralite waraxe of erosion (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Nature Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
balanced stralite waraxe of massacre (40-56 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +21% One-handed war axes. |
hateful stralite waraxe of persecution (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Disrupt/Psionic Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 darkness Against +14% Living +17% Unnatural While equipped: Stats +3 Wil One-handed war axes. |
focusing silk robe of fire (+33%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +22% fire ----- def ----- Resists +13% all +33% fire ---------- misc Mana/turn +0.23 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 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. |
Lightningvein (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% acid Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +21% lightning Phys.save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Quiver of Domination (19/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
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. |
213 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. |
31 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. |
17 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. |
26 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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
28 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 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. |
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. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 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 (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. |
simple healing salve [power 133] simple healing salve [power 133]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 133 Puts Talent Medical Injector on 15 cooldown Medical salve. |
barbed pouch of stralite shots (19/19, 53-64 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 19 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
13 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 30 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. |
35 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 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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. |
2 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 Zanodil the Orc Gunslinger level 11
21st Retaking 124th year of Ascendancy at 23:06 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zanodil the Orc Gunslinger level 14
25th Retaking 124th year of Ascendancy at 19:42 see stats
Exterminator
Killed 1000 creatures.By Zanodil the Orc Gunslinger level 28
28th Revenge 124th year of Ascendancy at 14:00 see stats
Level 10
Got a character to level 10.By Zanodil the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 04:17 see stats
Level 20
Got a character to level 20.By Zanodil the Orc Gunslinger level 20
41st Retaking 124th year of Ascendancy at 02:29 see stats
Level 30
Got a character to level 30.By Zanodil the Orc Gunslinger level 30
29th Revenge 124th year of Ascendancy at 04:15 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Zanodil the Orc Gunslinger level 34
44th Revenge 124th year of Ascendancy at 18:15 see stats
Size matters
Did over 600 damage in one attack.By Zanodil the Orc Gunslinger level 31
35th Revenge 124th year of Ascendancy at 09:29 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Zanodil the Orc Gunslinger level 34
44th Revenge 124th year of Ascendancy at 12:48 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Zanodil the Orc Gunslinger level 27
28th Revenge 124th year of Ascendancy at 07:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zanodil the Orc Gunslinger level 35
3rd Dearth 124th year of Ascendancy at 03:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zanodil the Orc Gunslinger level 21
44th Retaking 124th year of Ascendancy at 15:43 see stats
Log
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Shield of Light hits High Sun Paladin Aeryn for 13 healing, 13 healing (0 total damage) [26 healing].
High Sun Paladin Aeryn hits Zanodil for (23 flat reduction), 298 light (298 total damage).
Zanodil's Shoot hits High Sun Paladin Aeryn for (34 absorbed), 34 fire (34 total damage).
Zanodil's Shoot hits Shalore liberator for (42 flat reduction), 159 physical, (27 flat reduction), 0 physical, (42 flat reduction), 49 fire (209 total damage).
Zanodil's Shoot hits High Sun Paladin Aeryn for (28 absorbed), 40 fire (40 total damage).
Zanodil's Shoot hits Shalore liberator for (42 flat reduction), 162 physical, (27 flat reduction), 0 physical, (42 flat reduction), 49 fire (211 total damage).
Zanodil's Shoot killed Shalore liberator!
High Sun Paladin Aeryn casts Lucent Wrath.
High Sun Paladin Aeryn's light area effect hits Zanodil for (23 flat reduction), 33 light (33 total damage).
High Sun Paladin Aeryn casts Rune: Blink.
High Sun Paladin Aeryn is out of phase.
High Sun Paladin Aeryn's light area effect hits Zanodil for (23 flat reduction), 33 light (33 total damage).
High Sun Paladin Aeryn casts Martyrdom.
Zanodil is a martyr.
Zanodil has finished recovering.
High Sun Paladin Aeryn receives 13 healing from Shield of Light.
High Sun Paladin Aeryn's Lucent Wrath hits High Sun Paladin Aeryn for 181 light damage.
High Sun Paladin Aeryn's Lucent Wrath hits Zanodil for (23 flat reduction), 279 light (279 total damage).
Zanodil uses Vital Shot.
High Sun Paladin Aeryn is stunned!
High Sun Paladin Aeryn is crippled.
Zanodil damages himself through Martyrdom!
Shield of Light hits High Sun Paladin Aeryn for 13 healing, 13 healing (0 total damage) [26 healing].
High Sun Paladin Aeryn hits Zanodil for (23 flat reduction), 268 physical (268 total damage).
Zanodil's Vital Shot hits High Sun Paladin Aeryn for 572 physical, 15 physical (587 total damage).
Zanodil the level 37 orc gunslinger was crushed to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.




























































































