Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 16 / 21% |
| Size | big |
| Lifes / Deaths | Killed by sun paladin at level 12 on the 24th Retaking 124th year of Ascendancy at 11:23 0 / 6Killed by sewer alligator at level 14 on the 2nd Revenge 124th year of Ascendancy at 18:45 Killed by Adumina the troll pirate at level 15 on the 5th Revenge 124th year of Ascendancy at 15:41 Killed by Adumina the troll pirate at level 15 on the 5th Revenge 124th year of Ascendancy at 16:48 Killed by Adumina the troll pirate at level 15 on the 5th Revenge 124th year of Ascendancy at 17:25 Killed by Admiral Korbek at level 16 on the 7th Revenge 124th year of Ascendancy at 04:53 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 44 (base 43) |
| Constitution | 22 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 40.4 (base 33) |
Resources
| Life | -18/357 |
| Healing Factor | 1 |
| Regeneration | 0.45 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -87.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (45%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 14 |
| Physical Save | 23 |
| Spell Save | 28 |
| Mental Save | 20 |
Defense: Immunities
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Constitution 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 123% efficiency and cooldown mod of 83%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Embedded Restoration Systems |
| detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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. | active |
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. | active |
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 |
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. | active |
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 | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | thought-forged pouch of iron shots of daylight (24/24, 14-16.8 power, 1 apr) thought-forged pouch of iron shots of daylight (24/24, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 24 Turns elapse between self-loadings: 6 On weapon hit: * 12% chance to cause random gloom Damage (Ranged): +5 light / +6 mind Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | Helm of the Dwarven Emperors (0 def, 7 armour) Helm of the Dwarven Emperors (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +5 Mag / +4 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 17.70 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On fingers | copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
| On fingers | copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc 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 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +8 (+4 eff.) Stealth bonus: +6 Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | steel steamgun of life draining steel steamgun of life drainingRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +5 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes damage: +10% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 55.15 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Hellsbiter (6 def, 9 armour) Hellsbiter (6 def, 9 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +30% fire / +9% arcane / +3% temporal Changes resistances penetration: +15% fire Changes damage: +9% temporal Critical mult.: +15.00% Spell save: +18 (+9 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the wizard (32 nature damage, 32% healing reduction)insidious poison infusion of the wizard (32 nature damage, 32% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.87 nature damage per turn for 7 turns, and reducing the target's healing received by 32%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 15%; cure magical)wild infusion (resist 15%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 magical effect and reduce all damage taken by 15% for 5 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 ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the duelist (resist 18%; cure physical)wild infusion of the duelist (resist 18%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Fireproof Coatingschematic: Fireproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
This item will automatically be transmogrified when you leave the level. steel mace of massacre (20-28 power, 3 apr)steel mace of massacre (20-28 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Whipsnap (18-27 power, 15 apr) Whipsnap (18-27 power, 15 apr)Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of lightning (+16%) (0 def, 0 armour)slimy woollen robe of lightning (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
2 agate 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. |
aquamarine 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. |
opal 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)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! |
Automated Portable Extractor 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), costing 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. |
Rod of Recall (1/1) 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, costing 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 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting 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 No medical injector available, values are indicative only. It can be used to heal 124, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
pouch of iron shots (20/20, 14-16.8 power, 1 apr) pouch of iron shots (20/20, 14-16.8 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (25/25, 22-26.4 power, 2 apr)pouch of steel shots (25/25, 22-26.4 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 25 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gor the Orc Gunslinger level 12
24th Retaking 124th year of Ascendancy at 13:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gor the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 08:07 see stats
Mercy, mercy! (Nightmare (Adventure) difficulty)
Killed Talosis without any civilians deaths.By Gor the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 05:24 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Gor the Orc Gunslinger level 13
24th Retaking 124th year of Ascendancy at 23:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gor the Orc Gunslinger level 15
6th Revenge 124th year of Ascendancy at 09:27 see stats
Log
Gor enters a state of bloodlust.
Gor shoots!
You COULD NOT SHOOT your steel steamgun of life draining (Resource: Steam).
Gor's Shoot hits Admiral Korbek for 14 physical, 4 physical, 2 light, , 2 mind (22 total damage).
Admiral Korbek uses Dirty Fighting.
Admiral Korbek performs a melee critical strike against Gor!
Gor is not dazed anymore.
Gor is stunned!
Admiral Korbek hits Gor for 46 physical, 6 mind, (52 total damage).
Admiral Korbek uses Infusion: Wild.
Admiral Korbek lessens the pain.
Gor reloads.
Gor shoots!
Gor's Shoot drains life from Admiral Korbek!
Gor's Shoot hits Admiral Korbek for 10 physical, 1 blight, 1 light, , 1 mind (12 total damage).
Gor's Shoot hits Admiral Korbek for 11 physical, 2 physical, 1 light, , 1 mind (15 total damage).
Gor resists the mind attack!
Gor moves reluctantly!
Admiral Korbek hits Gor for 57 physical, 3 mind,
