

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Exploration |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 46 / 6% |
Size | medium |
Lifes / Deaths | Killed by Emelyrebeth the orc cryomancer at level 29 on the 2nd Dearth 124th year of Ascendancy at 08:17 / 7Killed by Cosdle the human at level 29 on the 7th Dearth 124th year of Ascendancy at 17:59 Killed by Gloryna the whitehoof ghoul at level 32 on the 21st Dearth 124th year of Ascendancy at 16:15 Killed by Eilinubeth the giant eel at level 32 on the 21st Dearth 124th year of Ascendancy at 21:34 Killed by Lanioas the shalore at level 33 on the 39th Dearth 124th year of Ascendancy at 00:14 Killed by Amenari the shalore at level 37 on the 48th Dearth 124th year of Ascendancy at 03:39 Killed by Gyba's Inner Demon at level 42 on the 5th Loss 124th year of Ascendancy at 07:05 |
Primary Stats
Strength | 13 (base 11) |
Dexterity | 74 (base 60) |
Constitution | 69 (base 50) |
Magic | 9 (base 10) |
Willpower | 19 (base 10) |
Cunning | 95 (base 60) |
Resources
Life | 1332/1332 |
Steam | 130/130 |
Healing Factor | 1.7727219866912 |
Regeneration | 42.988508177262 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 7 |
See Stealth | 11 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 60 |
Accuracy | 74 |
Crit Chance | 51% |
APR | 32 |
Speed | 0.91 |
Offense: Offhand
Damage | 60 |
Accuracy | 74 |
Crit Chance | 51% |
APR | 32 |
Speed | 0.91 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +28% |
Cold | +43% |
Blight | +9% |
Physical | +15% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +27% |
Physical | +28% |
All | +17% |
Defense: Base
Armour (hardiness) | 30 (38.594633868923%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 15 |
Mental Save | 34 |
Defense: Resistances
Darkness | + 24%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 35%( 70%) |
Temporal | + 21%( 70%) |
Cold | + 45%( 70%) |
Arcane | + 24%( 70%) |
Mind | + 18%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 100% |
Pinning Resistance | 26% |
Disarm Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower 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 95% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: 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 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -390 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 390 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Agile Gunner |
talent | Evasive Shots |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Phys.crit +3.0% Phys.pwr +5 (+3 eff.) Dmg.mod +6% light Res.pen +11% physical ----- def ----- Armour +4 Fatigue +3% Resists +12% fire Crit.chn- 15.00% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Master Power 61.5 - 73.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +19.5% Capacity 23 Proj.spd +200% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +14 Con dps ---------- Phys.crit +3.0% Mind.crit +11% Mind.pwr +12 (+5 eff.) Dmg.mod +12% light +15% physical Acc +20 (+5 eff.) Apr +5 ----- def ----- Mind.save +10 (+5 eff.) ---------- misc Light +8 See.Stealth +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (+0 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 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. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +5 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +11.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +8 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +22.00 Disarm- +37% Pinning- +26% Knockbk- +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +22 cold On Hit: * chills your foe dealing 43 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% blight +31% cold Res.pen +10% blight +10% all Acc +5 (+2 eff.) Apr +9 ----- def ----- Resists +3% mind ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +11% lightning +7% temporal +12% fire Spell.save +6 (+5 eff.) Max.HP +40.00 HP.reg +4.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Ranged+ +14 cold On Hit: * shock your foe dealing 39 damage and draining some of their resources Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Dmg.mod +12% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 9.0 T3 light armor Reqs Str 16 [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +62.00 HP.reg +9.00 Heal.mod +28% A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +8 (+3 eff.) Res.Cap +4% all Phys.save +21 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +2 Wil dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Crit.chn- 15.00% Max.HP +61.00 HP.reg +8.00 Heal.mod +12% Disarm- +30% Pinning- +29% Knockbk- +22% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
![]() 4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 fire +6 cold On Hit.r1 +16 arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Res.pen +5% physical Melee Ret 4 fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 lightning While equipped: Stats +6 Mag +5 Cun +6 Con dps ---------- Dmg.mod +20% lightning On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 24 ----- def ----- Crit.chn- 15.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego] Arcane/Master/Steamtech Power 47.5 - 71.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +27 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Dex +3 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +3% cold ----- def ----- Resists +9% fire +7% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +5 Wil +4 Cun dps ---------- Mind.crit +4% Mind.pwr +5 (+3 eff.) Acc +20 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +12 Phys.save +13 (+4 eff.) Spell.save +13 (+9 eff.) Mind.save +12 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Spell.save +6 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +7 Dex dps ---------- On Hit (Melee): * 20% chance to reduce armor by 5% ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +15% blight Crit.chn- 15.00% HP.reg +5.00 Heal.mod +13% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 79.36 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Max.mana +39.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +8 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Mind.save +18 (+8 eff.) Max.HP +54.00 HP.reg +7.00 Heal.mod +15% A suit of armour made of mail. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Master When used to Attack: Power 72.0 - 86.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +280 Melee+ +8 nature On Hit.r1 +8 nature +8 arcane On Hit: * 20% chance to slow global speed by 50% While equipped: Stats +5 Con dps ---------- Dmg.mod +3% arcane Melee Ret 4 arcane ----- def ----- Armour +18 Fatigue +8% Resists +36% lightning Phys.save +13 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 While equipped: Stats +6 Str +1 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% Max.HP +74.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Phys.pwr +9 (+5 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +27% lightning +15% cold +6% acid Melee Ret 4 acid ----- def ----- Resists +6% cold ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight Max.HP +51.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+11 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+11 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 148 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gyba the Orc Gunslinger level 14
31st Retaking 124th year of Ascendancy at 14:26 see stats
By Gyba the Orc Gunslinger level 45
13rd Loss 124th year of Ascendancy at 03:04 see stats
By Gyba the Orc Gunslinger level 31
11st Dearth 124th year of Ascendancy at 05:50 see stats
By Gyba the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 11:39 see stats
By Gyba the Orc Gunslinger level 20
18th Pain 124th year of Ascendancy at 11:38 see stats
By Gyba the Orc Gunslinger level 30
9th Dearth 124th year of Ascendancy at 23:31 see stats
By Gyba the Orc Gunslinger level 40
2nd Loss 124th year of Ascendancy at 14:03 see stats
By Gyba the Orc Gunslinger level 16
3rd Revenge 124th year of Ascendancy at 15:49 see stats
By Gyba the Orc Gunslinger level 37
44th Dearth 124th year of Ascendancy at 18:47 see stats
By Gyba the Orc Gunslinger level 28
1st Dearth 124th year of Ascendancy at 16:33 see stats
By Gyba the Orc Gunslinger level 32
21st Dearth 124th year of Ascendancy at 16:06 see stats
By Gyba the Orc Gunslinger level 40
3rd Loss 124th year of Ascendancy at 15:49 see stats
By Gyba the Orc Gunslinger level 23
25th Pain 124th year of Ascendancy at 12:42 see stats
By Gyba the Orc Gunslinger level 38
51st Dearth 124th year of Ascendancy at 20:10 see stats
By Gyba the Orc Gunslinger level 19
17th Pain 124th year of Ascendancy at 06:58 see stats
Log
Gyba's tinker attains critical power!
Gyba's Shoot hits Cold drake hatchling for 281 physical, 3 cold, 45 lightning (330 total damage).
Gyba's Shoot hits Cold drake hatchling for 177 physical, 5 cold, 16 cold (198 total damage).
Deep Wound from Gyba hits Cold drake hatchling for 28 physical damage.
You do not have enough ammo left!
Gyba is no longer inspired.
Deep Wound from Gyba hits Cold drake hatchling for 28 physical damage.
Gyba shoots!
Gyba's Shoot performs a ranged critical strike against Cold drake hatchling!
Gyba's tinker attains critical power!
Gyba's Shoot performs a ranged critical strike against Cold drake hatchling!
Gyba roars triumphantly.
Gyba's Shoot hits Cold drake hatchling for 275 physical, 3 cold, 67 lightning (346 total damage).
Gyba's Shoot hits Cold drake hatchling for 289 physical damage.
Gyba's Shoot killed Cold drake hatchling!
Resting starts...
Gyba is no longer inspired.
Talent Orcish Fury is ready to use.
Rested for 33 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.90 gold pieces.
Gyba deactivates her cloak's restoration systems.