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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 31 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted attack yeti at level 9 on the 36th Retaking 124th year of Ascendancy at 18:54 0 / 7Killed by sunwall archer at level 11 on the 45th Retaking 124th year of Ascendancy at 00:02 Killed by Grgglck the Devouring Darkness at level 21 on the 27th Pain 124th year of Ascendancy at 04:42 Killed by orc necromancer at level 23 on the 40th Pain 124th year of Ascendancy at 12:31 Killed by orc corruptor at level 23 on the 40th Pain 124th year of Ascendancy at 15:05 Killed by flame turret at level 31 on the 32nd Dearth 124th year of Ascendancy at 11:46 Killed by saw horror at level 31 on the 32nd Dearth 124th year of Ascendancy at 15:16 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 68 (base 53) |
| Constitution | 47 (base 29) |
| Magic | 9 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 77 (base 49) |
Resources
| Life | -2/772 |
| Steam | 100/100 |
| Healing Factor | 1.3557603686636 |
| Regeneration | 43.202084030887 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +59.318810339989% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 65.113203372303 |
| See Invisible | 65.113203372303 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 61 |
| Crit Chance | 48% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 61 |
| Crit Chance | 48% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +28% |
| Blight | +3% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +19% |
| Light | +22% |
| Blight | +17% |
| Arcane | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 29 (49.309173272933%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 9 |
| Mental Save | 39 |
Defense: Resistances
| Nature | + 5%( 70%) |
| Acid | + 6%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 5%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 33% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| 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 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. 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 150% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. |
| 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 9.8 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Embedded Restoration Systems |
| talent | Evasive Shots |
| talent | Automated Cloak Tessellation |
| detrimental effect | Slowed by 50% and taking 94 crushing damage per turn. Imploding (slow) |
| beneficial effect | The target has 31 increased life regeneration. Recovery |
| detrimental effect | Reduces global action speed by 18%. Slow |
| detrimental effect | Huge cut that bleeds, doing 44.23 physical damage per turn. Bleeding |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 ReinforcementsWild 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 | stealthy pair of hardened leather boots (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +10 Lck / +6 Dex Talent granted: +2 Moss Tread Stealth bonus: +9 A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (19/20, 38-45.6 power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow When wielded/worn: Talent granted: +2 Saw Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. This object's appearance was changed to pouch of dwarven-steel shots. |
| Light source | Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +22% light Light radius: +8 See stealth: +6 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Yeti Mind Controller (0 def, 4 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +7 Cun Mental save: +20 (+7 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
| On hands | umbral hardened leather gloves of strength (+3) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Damage (Melee): 7 darkness Changes stats: +3 Str Changes resistances: +6% darkness Changes damage: +4% darkness Talent granted: +4 Voltaic Sentry Disarm immunity: +0% 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. This object's appearance was changed to hardened leather gloves. |
| Tool | Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +6 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | EmeloriathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Dex / +10 Con Changes resistances penetration: +15% arcane Disarm immunity: +33% Pinning immunity: +31% Knockback immunity: +28% Maximum life: +35.00 Rings can have magical properties. |
| On fingers | steel ring 'Flashrot'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes resistances: +6% acid / +9% blight Changes resistances penetration: +10% blight / +15% light Changes damage: +6% light / +3% blight Spellpower: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | psychic's steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +6 mind Damage (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Changes stats: +3 Cun / +3 Wil Changes damage: +10% mind Mindpower: +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | nightruned hardened leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: +0% Changes resistances: +6% light / +8% darkness Maximum encumbrance: +0 Mental save: +5 (+2 eff.) Spellpower: +4 (+2 eff.) Slows Projectiles: +10% A belt that goes around your waist. |
| In off 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 Damage (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +3 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Cloak | Silylaith the Charvile (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 cold Changes stats: +5 Dex / +3 Cun / +4 Con Changes resistances: +14% darkness / +15% fire / +5% nature / +5% cold Changes resistances penetration: +12% darkness Changes damage: +7% darkness Stealth bonus: +17 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
| Main armor | The Untouchable (14 def, 18 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +18 Defense: +14 (+4 eff.) Changes stats: +8 Cun Reduces incoming crit damage: 21.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
This item will automatically be transmogrified when you leave the level.marksman's gold ring of light (+26%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Kindlebraid the steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +12 blight Damage (radius 1) on hit: +9 fire / +20 light / +20 arcane When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances penetration: +10% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Gleamspitter the hardened leather belt Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +9 Dex / +4 Cun / +5 Lck Trap disarming bonus: +7 Stealth bonus: +5 Physical save: +7 (+4 eff.) Spell save: +7 (+7 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +7 Size category: +1 A belt that goes around your waist. |
stealthy pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Lck / +3 Dex Stealth bonus: +6 A pair of boots made of leather. This object's appearance was changed to pair of iron boots. |
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 (-10 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. |
This item will automatically be transmogrified when you leave the level.clarifying cashmere wizard hat of darkness (+18%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +18% darkness Changes damage: +12% darkness Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
2 agate0.00 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. |
72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
32 onyx0.00 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. |
12 aquamarine0.00 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. |
32 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 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. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 emerald0.00 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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 ExtractorPowered 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. |
30 garnet0.00 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 336] powerful healing salve [power 336]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 150% efficiency and 93% cooldown modifier. It can be used to heal 336 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 150% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 206] simple healing salve [power 206]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 150% efficiency and 93% cooldown modifier. It can be used to heal 206 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' 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. |
Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
18 amethyst0.00 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. |
26 quartz0.00 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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 Nerumina the Orc Gunslinger level 9
36th Retaking 124th year of Ascendancy at 09:10 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Nerumina the Orc Gunslinger level 12
46th Retaking 124th year of Ascendancy at 08:39 see stats
Exterminator
Killed 1000 creatures.By Nerumina the Orc Gunslinger level 29
6th Dearth 124th year of Ascendancy at 01:10 see stats
Level 10
Got a character to level 10.By Nerumina the Orc Gunslinger level 10
36th Retaking 124th year of Ascendancy at 20:27 see stats
Level 20
Got a character to level 20.By Nerumina the Orc Gunslinger level 20
18th Pain 124th year of Ascendancy at 19:05 see stats
Level 30
Got a character to level 30.By Nerumina the Orc Gunslinger level 30
6th Dearth 124th year of Ascendancy at 15:05 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Nerumina the Orc Gunslinger level 30
7th Dearth 124th year of Ascendancy at 18:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nerumina the Orc Gunslinger level 16
49th Revenge 124th year of Ascendancy at 08:44 see stats
Log
Saw horror's physical bleed area effect hits Nerumina for (20 resist armour), 51 physical (52 total damage).
Saw horror hits Nerumina for (20 resist armour), 58 physical (59 total damage).
Saw horror starts to bleed.
Saw horror is knocked back!
Nerumina's Saw Shell hits Saw horror for (65 to psi shield), 98 physical, 15 mind, (4 to psi shield), 6 physical (120 total damage).
Nerumina's Saw Shell hits Saw horror for (63 to psi shield), 94 physical, (4 to psi shield), 6 physical, 6 mind (107 total damage).
Bleeding from Nerumina hits Saw horror for (12 to psi shield), 19 physical (19 total damage).
Imploding (slow) from Saw horror hits Nerumina for (20 resist armour), 58 physical (59 total damage).
Bleeding from Saw horror hits Nerumina for (13 resist armour), 0 physical (0 total damage).
Saw horror's physical bleed area effect hits Nerumina for (20 resist armour), 51 physical (52 total damage).
Bleeding from Nerumina hits Saw horror for (12 to psi shield), 19 physical (19 total damage).
Nerumina shoots!
Nerumina's Shoot performs a ranged critical strike against Saw horror!
Nerumina's Shoot performs a ranged critical strike against Saw horror!
Nerumina's Shoot hits Saw horror for (46 to psi shield), 70 physical, 15 mind (86 total damage).
Nerumina's Shoot hits Saw horror for (50 to psi shield), 75 physical, (4 to psi shield), 6 physical, 6 mind (88 total damage).
Saw horror uses Kinetic Leech.
Nerumina slows down.
Nerumina is recovering from the damage!
Imploding (slow) from Saw horror hits Nerumina for (20 resist armour), 73 physical (73 total damage).
Bleeding from Saw horror hits Nerumina for (20 resist armour), 0 physical (0 total damage).
Saw horror's physical bleed area effect hits Nerumina for (20 resist armour), 64 physical (64 total damage).
Saw horror speeds up.
Bleeding from Nerumina hits Saw horror for (12 to psi shield), 19 physical (19 total damage).
Bleeding from Saw horror hits Nerumina for (20 resist armour), 4 physical (4 total damage).
Imploding (slow) from Saw horror hits Nerumina for (20 resist armour), 73 physical (73 total damage).
Saw horror uses Razor Saw.
Saving game...






















































































