



















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
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.
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 14 / 2% |
Size | medium |
Lifes / Deaths | Killed by sunwall archer at level 14 on the 49th Retaking 124th year of Ascendancy at 14:56 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 47 (base 38) |
Constitution | 15 (base 11) |
Magic | 9 (base 10) |
Willpower | 11 (base 10) |
Cunning | 30 (base 29) |
Resources
Life | -3/296 |
Steam | 52/100 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 22 |
Accuracy | 41 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 41 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 7 |
Physical Save | 13 |
Spell Save | 7 |
Mental Save | 21 |
Defense: Resistances
Cold | + 12%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 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%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | active |
Equipment
Quiver | ![]() pouch of iron shots (16/24, 15-18 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 24 (-) Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
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 | ![]() insulating rough leather cap of dexterity (+4) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Changes stats: +4(-) Dex Changes resistances: +6%(-) fire / +6%(-) cold Infravision radius: +5 (-) Sight radius: +1 (-) See stealth: +5 (-) See invisible: +5 (-) A cap made of leather. |
Tool | ![]() elm totem of summon tentacle [power 100] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 108 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() insulating rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) fire / +6%(-) cold Mental save: +8 (+7 eff.) (-) Spellpower: +3 (+3 eff.) (-) A belt that goes around your waist. |
Main armor | ![]() rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
In off hand | ![]() iron steamgun of life draining Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Attack speed: 100% (-) Firing range: +6 (-2) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical / +7 draining blight Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Cloak | ![]() Pressurizer (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes stats: +4(-) Dex Talent masteries: +0.10(-) Steamtech / Automation +0.10(-) Steamtech / Avoidance Steampower: +10 (+5 eff.) (-) Steam crit. chance: +10% (-) This cloak hides and protects a series of powerful steam compressors. |
In main hand | ![]() Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (Ranged): +15(-) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +3(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Inventory
![]() medical injector implant (efficiency 80% / cooldown 85%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 80%(-20%) efficiency and cooldown mod of 85%(-15%). It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() wild infusion (res 17%; physical; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() teleportation rune of the psychic (range 31; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-7) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Changes damage: +15% lightning Talents granted: +0(+-3) Ceasefire +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-7) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Changes damage: +15% darkness Talents granted: +0(+-3) Ceasefire +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. yew starstaff of wizardry (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-6) Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +2 Mag / +2 Wil / +0(-3) Con Changes damage: +20% physical Talents granted: +0(+-3) Ceasefire +1 Command Staff Maximum mana: +10.00 Spellpower: +11 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(+20.0 - +30.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-8) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel battleaxe (21-32 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5(+21.0 - +31.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-8) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel greatmaul (28-42 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0(+28.0 - +42.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-8) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (34-55 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2(+34.5 - +55.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-8) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +9 fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. acidic steel mace of massacre (18-25 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.0 - 25.2(+18.0 - +25.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. elemental steel waraxe (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5(+12.5 - +17.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: + Create an explosion dealing 15 cold damage (1/turn) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Changes resistances penetration: +11% cold Changes damage: +5% cold Talent granted: +0(+-3) Ceasefire One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. flaming steel waraxe of vileness (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5(+12.5 - +17.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 7 Travel speed: +0% (-600%) Damage (Melee): +9 blight Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +8 fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6(+13.5 - +17.6) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-4) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. caustic ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Damage (radius 2) on crit: +8 acid / +14 nature Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour penetration: +11 Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Changes resistances penetration: +12% acid / +12% nature Talent granted: +0(+-3) Ceasefire Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-10) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Attack speed: 100% (-) Firing range: +6 (-2) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Attack speed: 100% (-) Firing range: +6 (-2) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ranger's steel steamgun 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 (-4) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +2 Dex / +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steady steel steamgun 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 (-4) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +2.0% (-2.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +0% (-6%) Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+4) Defense: +2 (+1 eff.) (-1 (-1 eff.)) Fatigue: +12% (+6%) A suit of armour made of mail. |
![]() 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 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) (-1 (-1 eff.)) Changes stats: +0(-4) Dex Changes resistances: +15% cold Talent masteries: +0.00(-0.10) Steamtech / Automation +0.00(-0.10) Steamtech / Avoidance Physical save: +10 (+8 eff.) Steampower: +0 (+0 eff.) (-10 (-5 eff.)) Steam crit. chance: +0% (-10%) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() kruk cloak (0 def, 0 armour) 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +0(-4) Dex Talent masteries: +0.00(-0.10) Steamtech / Automation +0.00(-0.10) Steamtech / Avoidance Steampower: +0 (+0 eff.) (-10 (-5 eff.)) Steam crit. chance: +0% (-10%) A stylish kruk-style cloak, to look awesome. |
![]() hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +6 (+3 eff.) Armour: +2 Changes resistances: +5% blight Spell save: +8 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +1% (-) Changes stats: +0(-4) Dex Changes resistances: +0%(-6%) fire / +0%(-6%) cold Infravision radius: +0 (-5) Sight radius: +0 (-1) See stealth: +0 (-5) See invisible: +0 (-5) A hat made of leather. Very stylish. |
![]() grounding rough leather cap of constitution (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +1% (-) Changes stats: +0(-4) Dex / +2 Con Changes resistances: +6% lightning / +6% temporal / +0%(-6%) fire / +0%(-6%) cold Infravision radius: +0 (-5) Sight radius: +0 (-1) See stealth: +0 (-5) See invisible: +0 (-5) A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 124] simple healing salve [power 124]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 124 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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. |
![]() This item will automatically be transmogrified when you leave the level. ash totem of summon tentacle [power 145] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 366 Base Damage: 160 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Goba Shootzgud the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 02:01 see stats
Log
Goba Shootzgud receives 3 healing from Sunwall archer.
Orc gunslinger uses Infusion: Heroism.
Orc gunslinger uses Overheat Bullets.
Orc gunslinger tweaks some of his bullets.
Orc gunslinger shoots!
Orc gunslinger's Shoot misses sunwall archer.
Orc gunslinger's Shoot misses sunwall archer.
Sunwall archer is not stunned anymore.
Sunwall archer shoots!
Burning from Goba Shootzgud hits Sunwall archer for 49 fire damage.
Goba Shootzgud shoots!
Goba Shootzgud's Shoot misses sunwall archer.
Goba Shootzgud's Shoot hits Sunwall archer for 51 physical, 7 blight (58 total damage).
Goba Shootzgud receives 3 healing from Sunwall archer.
Sunwall archer's Shoot hits Goba Shootzgud for (8 flat reduction), 76 physical, (8 flat reduction), 2 lightning, (8 flat reduction), 7 fire (86 total damage).
Orc gunslinger shoots!
Orc gunslinger's Shoot misses sunwall archer.
Orc gunslinger receives 2 healing from Sunwall archer.
Orc gunslinger's Shoot hits Sunwall archer for 40 physical, 5 nature, 5 blight (50 total damage).
Sunwall archer shoots!
Burning from Goba Shootzgud hits Sunwall archer for 63 fire damage.
Goba Shootzgud receives 130 healing.
Sunwall archer's Shoot performs a ranged critical strike against Goba Shootzgud!
Goba Shootzgud is knocked back!
Orc gunslinger resists the knockback!
Sunwall archer's Shoot hits Orc gunslinger for 7 fire, 130 physical (137 total damage).
Sunwall archer's Shoot hits Goba Shootzgud for (8 flat reduction), 125 physical, (8 flat reduction), 2 lightning, (8 flat reduction), 7 fire, (7 flat reduction), 0 fire, (8 flat reduction), 122 physical (257 total damage).
Goba Shootzgud the level 14 orc gunslinger was splattered to death by a sunwall archer on level 1 of Sunwall Outpost.