

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
 Items Vault 1.7.0Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.7.0Official 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:
 Possessor Bonus Class 1.7.0Donators/Buyers bonus! | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 33 / 75% | 
| Size | medium | 
| Lifes / Deaths | Killed by sun-mage at level 13 on the 27th Retaking 124th year of Ascendancy at 18:180 / 7 Killed by umbral horror at level 16 on the 5th Revenge 124th year of Ascendancy at 03:30 Killed by Zubevea the giant alligator at level 19 on the 10th Revenge 124th year of Ascendancy at 07:43 Killed by High Sun Paladin Aeryn at level 32 on the 52nd Revenge 124th year of Ascendancy at 07:25 Killed by High Sun Paladin Aeryn at level 32 on the 52nd Revenge 124th year of Ascendancy at 12:52 Killed by Elronir the shalore at level 33 on the 37th Pain 124th year of Ascendancy at 03:44 Killed by Imir the shalore at level 33 on the 49th Pain 124th year of Ascendancy at 11:46 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 27 (base 15) | 
| Dexterity | 57 (base 56) | 
| Constitution | 39 (base 27) | 
| Magic | 9 (base 10) | 
| Willpower | 24 (base 10) | 
| Cunning | 51 (base 50) | 
Resources
| Life | -89/850 | 
| Equilibrium | 0 | 
| Steam | 96/100 | 
| Healing Factor | 1.3662543368031 | 
| Regeneration | 9.9053439418226 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +101% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 69 | 
| Crit Chance | 33% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 48 | 
| Accuracy | 69 | 
| Crit Chance | 33% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4.5 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +5% | 
| Physical | +16% | 
| All | +2% | 
Offense: Damage Penetration
| Fire | +19% | 
| All | +12% | 
Defense: Base
| Armour (hardiness) | 25 (60.678270784467%) | 
| Defense | 50 | 
| Ranged Defense | 50 | 
| Fatigue | 0 | 
| Physical Save | 45 | 
| Spell Save | 24 | 
| Mental Save | 26 | 
Defense: Resistances
| Cold | + 28%( 70%) | 
| Darkness | + 11%( 70%) | 
| Light | + 12%( 70%) | 
| Nature | + 8%( 70%) | 
| Blight | + 6%( 70%) | 
| Physical | + 10%( 70%) | 
| Fire | + 16%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 21% | 
| Bleed Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
| Stun Resistance | 28% | 
| Poison Resistance | 50% | 
| Blind Resistance | 20% | 
Inscriptions (4/4)
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use 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 120% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use 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 101% efficiency and cooldown mod of 79%. | 
| Implants | Effective talent level: 2.5Implant: Steam Generator Use 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 5.7 steam per turn. Can be activated for an instant burst of 28 steam. | 
Class Talents
| Steamtech / Elusiveness | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Steamtech / Gunslinging | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 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 Party To 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 | 
| The giants have breached the mountain-side of Kruk pride!Homeland They are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For 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.Stargazers Our 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 Stars With 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 Shopowner He 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 | 
| You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon.Yeti Reinforcements Wild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  insulating pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +5% cold Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. | 
| Quiver |  Wind Worn Shot (19/25, 148% power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% When wielded/worn: Talent granted: +3 Corrosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. | 
| Light source |  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  hardened leather cap 'Runasus' (0 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +3% Changes stats: +6 Str / +3 Con Changes resistances: +10% fire / +8% nature / +8% cold Changes damage: +3% arcane / +3% physical Critical mult.: +5.00% Physical save: +9 (+3 eff.) Spell save: +7 (+4 eff.) Maximum life: +63.00 Light radius: +5 Healing mod.: +15% A cap made of leather. | 
| Tool |  Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 65 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| On fingers |  Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
| On fingers |  steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +1.00 Rings make your fingers look great! | 
| Around neck |  starlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! | 
| In main hand |  blazebringer's steel steamgun of piercing Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +36 20% chance of physical repulsion Damage (radius 2) on crit: +16 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% fire / +5% all Global speed: +1% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| On hands |  steady hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Changes resistances: +6% blight Talent granted: +3 Voltaic Sentry Physical save: +7 (+3 eff.) Spell save: +11 (+6 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% 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. | 
| In off hand |  stralite steamgun of true flight Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +11.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
| Main armor |  Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
Inventory
|  schematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  halfling steel steamgun of piercing Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +7% all Changes damage: +8% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  scouring hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Effects when hit in melee: * 18 arcane resource burn Changes stats: +3 Str Spell save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-5 eff.) 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. | 
|  Darkterror (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Con Changes resistances: +9% darkness Changes damage: +6% darkness See invisible: +18 A hat made of leather. Very stylish. | 
|  Elildana the cured leather armour (14 def, 8 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +14 (+5 eff.) Fatigue: +7% Changes stats: +4 Cun / +6 Dex Critical mult.: +5.00% Mental save: +3 (+1 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +3.00 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +36.00 Movement speed: +20% Healing mod.: +10% A suit of armour made of leather. | 
|  prismatic hardened leather armour of lightning resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Armour Hardiness: +0% Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +20% lightning / +11% light / +10% darkness Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of leather. | 
|  13 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. | 
|  7 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  13 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  12 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  dwarven-steel pickaxe of quickening (dig speed 24 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  12 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of Poosh Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. | 
|  17 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 healing salve [power 235]powerful healing salve [power 235] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 101% efficiency and 79% cooldown modifier. It can be used to heal 235 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| simple frost salve [power 12]simple frost salve [power 12] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 79% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 144]simple healing salve [power 144] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 79% cooldown modifier. It can be used to heal 144 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Stralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  Yeti's Psychoportation Beacon Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 1 It can be used to call a trained yeti for help Activation costs 1 power out of 1/8. Call a trained yeti to your side. | 
|  crude saw shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  good flash powder Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! | 
|  iron armour reinforcement Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! | 
|  steel mental stimulator Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  9 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  22 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
Achievements
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Ulelach the Orc Gunslinger level 12
27th Retaking 124th year of Ascendancy at 15:13 see stats
 Don't Poosh it!
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it!
			Killed Kelad in the lost land of Poosh.By Ulelach the Orc Gunslinger level 33
10th Pain 124th year of Ascendancy at 11:52 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Ulelach the Orc Gunslinger level 28
35th Revenge 124th year of Ascendancy at 04:40 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Ulelach the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 20:51 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Ulelach the Orc Gunslinger level 20
10th Revenge 124th year of Ascendancy at 10:42 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Ulelach the Orc Gunslinger level 30
35th Revenge 124th year of Ascendancy at 13:20 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Ulelach the Orc Gunslinger level 32
43rd Revenge 124th year of Ascendancy at 14:23 see stats
 This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Ulelach the Orc Gunslinger level 27
34th Revenge 124th year of Ascendancy at 18:03 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Ulelach the Orc Gunslinger level 21
12nd Revenge 124th year of Ascendancy at 03:29 see stats
 True Savior
			Freed all the Orc Prides without killing a single mind-controlled orc.
			True Savior
			Freed all the Orc Prides without killing a single mind-controlled orc.By Ulelach the Orc Gunslinger level 32
43rd Revenge 124th year of Ascendancy at 14:23 see stats
Log
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Something receives 317 healing.
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Ulelach's Tornado hits Something for 13 lightning damage.
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Ulelach shoots!
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Something hits Ulelach for (37 flat reduction), 384 arcane, (29 flat reduction), 0 lightning (384 total damage).
Ulelach's Shoot misses something.
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Ulelach's Shoot hits Something for 122 physical damage.
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (16 flat reduction), 0 arcane (0 total damage).
Imir the shalore's aether beam hits Ulelach for (13 flat reduction), 0 arcane (0 total damage).
Ulelach's Tornado hits Something for 69 lightning, 86 physical (156 total damage).
Imir the shalore's aether beam hits Ulelach for (13 flat reduction), 0 arcane (0 total damage).
Talent Mana Clash is ready to use.
Imir the shalore's aether beam hits Ulelach for (11 flat reduction), 0 arcane (0 total damage).
Something hits Ulelach for (37 flat reduction), 135 arcane (135 total damage).
Ulelach the level 33 orc gunslinger was mana-torn to death by Imir the shalore on level 1 of Ambush!.
Ulelach deactivates his cloak's restoration systems.











































