

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 39 / 15% |
| Size | big |
| Lifes / Deaths | Killed by sun-mage recruit at level 15 on the 34th Retaking 124th year of Ascendancy at 20:43 0 / 8Killed by Captured Yeti Behemoth at level 19 on the 21st Revenge 124th year of Ascendancy at 22:43 Killed by dreaming horror at level 28 on the 10th Pain 124th year of Ascendancy at 01:38 Killed by Elaba the whitehoof ghoul at level 30 on the 25th Pain 124th year of Ascendancy at 09:49 Killed by Emutira the orc master wyrmic (subdued) at level 34 on the 2nd Dearth 124th year of Ascendancy at 07:40 Killed by Vorira the orc blood mage at level 37 on the 22nd Dearth 124th year of Ascendancy at 18:05 Killed by Yvavena the faerlhing at level 39 on the 8th Loss 124th year of Ascendancy at 07:46 Killed by High Sun Paladin Aeryn at level 39 on the 27th Loss 124th year of Ascendancy at 09:43 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 65 (base 60) |
| Constitution | 23 (base 11) |
| Magic | 44 (base 35) |
| Willpower | 17 (base 10) |
| Cunning | 74 (base 60) |
Resources
| Life | -80/1036 |
| Steam | 100/100 |
| Healing Factor | 1.2099022211822 |
| Regeneration | 2.7222799976599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +25% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +42% |
| All | +32% |
Defense: Base
| Armour (hardiness) | 25 (69.007671158813%) |
| Defense | 69 |
| Ranged Defense | 71 |
| Fatigue | 7.6899726700218 |
| Physical Save | 40 |
| Spell Save | 30 |
| Mental Save | 35 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Nature | + 27%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 17%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 53%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Bleed Resistance | 50% |
| Confusion Resistance | 23% |
| Teleport Resistance | 20% |
| Blind Resistance | 76% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 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. |
| 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 138% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity 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 142% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch 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 | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 152 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 7/24 A wispy purple aura surrounds these translucent black boots. |
| Quiver | psychokinetic pouch of stralite shots (18/18, 44-53 power, 5 apr) 3.0 T4 shot ammo [Ego+] Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage While equipped: ---------- misc Talents +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 253 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +5 A Helmet. But with steam power! |
| On hands | Snow Giant Wraps (0 def, 2 armour) 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% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 100.03 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. |
| Tool | extending yew totem of summon tentacle [power 220] (34/25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 567 Base Damage: 272 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) Blind- +26% ---------- misc Infravis +4 See.Stealth +9 See.Invis +5 Rings make your fingers look great! |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 124% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | clarifying gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +10% Cut- +50% Confus- +23% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * shock your foe dealing 26 damage and draining some of their resources Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
| Around waist | skylord's hardened leather belt of resilience 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun ----- def ----- Defense +6 (+1 eff.) Phys.save +13 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) Proj.slow +15% Max.HP +46.00 A belt that goes around your waist. |
| In off hand | Vindicator 4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Hit: * shock your foe dealing 19 damage and draining some of their resources On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
| Cloak | cashmere cloak 'Geteraneg' (12 def, 4 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +1 Cun +3 Con ----- def ----- Armour +4 Defense +12 (+3 eff.) Resists +15% cold +3% darkness +15% nature Phys.save +18 (+6 eff.) Max.HP +69.00 Teleport- +20% ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 7 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +7 Hardiness +20% Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +15% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
schematic: Deflection Field0.1 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. |
schematic: Mana Coil0.1 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. |
2 schematic: Saw Shell0.1 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. |
schematic: Second Skin0.1 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. |
schematic: Shocking Edge0.1 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. |
schematic: Solid Shell0.1 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. |
schematic: Spike Attachment0.1 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. |
schematic: Steamsaw0.1 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. |
3 schematic: Water Salve0.1 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 1 power out of 1/1 "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? |
enhanced ash longbow of piercing4.0 T2 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +6 Dex +6 Mag +5 Wil +6 Cun +5 Con dps ---------- Res.pen +8% all Acc +9 (+2 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
cured leather sling 'Aditta'4.0 T2 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +16 mind On Crit.r2 +10 acid +18 nature While equipped: dps ---------- Res.pen +11% acid +11% nature Apr +7 ----- def ----- Resists +15% acid +18% fire +6% darkness +12% cold Spell.save +3 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
fungal stralite steamgun of enduring4.0 T4 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +14 Con +9 Wil ----- def ----- Max.HP +50.00 ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 118 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +4 Dex +3 Wil +4 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +5 (+1 eff.) Disarm- +38% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
warlord's dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 onyx0.0 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 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. |
ruby0.0 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. |
amber0.0 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. |
Prothotipe's Prismatic Eye0.0 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. |
171 alchemist agate0.0 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. |
Automated Portable Extractor0.0 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. |
good flash powder0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good saw shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 6 Call a trained yeti for help. Uses 1 power out of 6/8 Call a trained yeti to your side. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 222] powerful healing salve [power 222]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 222 Puts Talent Medical Injector on 15 cooldown Medical salve. |
shattering dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Pew Pew the Orc Gunslinger level 27
6th Pain 124th year of Ascendancy at 05:29 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Pew Pew the Orc Gunslinger level 14
34th Retaking 124th year of Ascendancy at 20:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Pew Pew the Orc Gunslinger level 29
11st Pain 124th year of Ascendancy at 04:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Pew Pew the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 17:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Pew Pew the Orc Gunslinger level 20
45th Revenge 124th year of Ascendancy at 20:40 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Pew Pew the Orc Gunslinger level 30
23rd Pain 124th year of Ascendancy at 22:17 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Pew Pew the Orc Gunslinger level 36
4th Dearth 124th year of Ascendancy at 07:11 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Pew Pew the Orc Gunslinger level 35
3rd Dearth 124th year of Ascendancy at 01:54 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Pew Pew the Orc Gunslinger level 22
48th Revenge 124th year of Ascendancy at 02:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Pew Pew the Orc Gunslinger level 18
21st Revenge 124th year of Ascendancy at 00:40 see stats
Log
Pew Pew is on fire!
Pew Pew is stunned by the burning flame!
Shield of Light misses Pew Pew.
Pew Pew resists the punch!
High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 240 physical, (6 flat reduction), 0 nature, (23 flat reduction), 14 light, (9 flat reduction), 0 fire, (23 flat reduction), 37 fire (291 total damage).
You cannot go into the wilds with the following effects: Off-balance, Burning Shock, Martyrdom, Burning
Pew Pew receives 271 healing.
Pew Pew is no longer out of phase.
Burning Shock from High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 1 fire (1 total damage).
Burning from High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 2 fire (2 total damage).
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Shield of Light misses Pew Pew.
Pew Pew is stunned!
High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 533 physical, (8 flat reduction), 0 nature, (23 flat reduction), 26 light, (12 flat reduction), 0 fire (559 total damage).
You cannot go into the wilds with the following effects: Off-balance, Stunned, Burning Shock, Martyrdom, Burning
Pew Pew uses Slip Away.
Pew Pew is not stunned anymore.
Pew Pew has recovered!
Talent Double Shots is ready to use.
Talent Sawfield is ready to use.
Talent Net Projector is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Strafe is ready to use.
Burning Shock from High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 7 fire (7 total damage).
Burning from High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 3 fire (3 total damage).
High Sun Paladin Aeryn casts Searing Light.
High Sun Paladin Aeryn hits Pew Pew for (23 flat reduction), 112 light (112 total damage).
Pew Pew the level 39 orc gunslinger was sun baked to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.







































































































