

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 15 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 10 on the 27th Retaking 124th year of Ascendancy at 13:18 2 / 4Killed by nightmare horror at level 15 on the 18th Revenge 124th year of Ascendancy at 02:47 Killed by nightmare horror at level 15 on the 18th Revenge 124th year of Ascendancy at 03:36 Killed by K2 at level 15 on the 18th Revenge 124th year of Ascendancy at 04:16 |
Primary Stats
| Strength | 18 (base 13) |
| Dexterity | 41 (base 35) |
| Constitution | 17 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 42 (base 35) |
Resources
| Life | 361/361 |
| Steam | 100/100 |
| Healing Factor | 1.2061497326203 |
| Regeneration | 5.1261363636363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 33 |
| Crit Chance | 18% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 33 |
| Crit Chance | 18% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +12% |
| Fire | +10% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 2 |
| Physical Save | 30 |
| Spell Save | 8 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Nature | + 31%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 57%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Bleed Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 | pair of hardened leather boots of evasion (4 def, 3 armour) 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) ---------- misc Talents +2 Rocket Boots Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | self-loading pouch of iron shots of paradox (18/18, 14-16.8 power, 1 apr) 3.0 T1 shot ammo [Ego] Arcane Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Rld cld 5 Ranged+ +5 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap of might (0 def, 3 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Acc +1 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 A cap made of leather. |
| On hands | Ce'Nema the Pussear (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +12% nature +11% cold Res.pen +20% nature ----- def ----- Armour +2 Resists +6% acid +12% cold ---------- misc Talents +1 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick iron torque of psionic shield [power 17] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 17 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +5 (+3 eff.) Rings can have magical properties. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 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 | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -8% Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Max.enc +20 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel steamgun 4.0 T2 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | cleansing cured leather armour of stability (6 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% blight +6% physical +11% nature Phys.save +11 (+5 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of leather. |
Inventory
blink rune (range 3; phase 13; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 900% over 10 turns; mana 45; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 900% for 10 turns (0 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 64; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp0.1 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: Steamgun0.1 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: Thunderclap Coating0.1 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. |
stabilizing steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
warrior's steel amulet of mastery (0.17 Steamtech / Automation)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Masteries +0.17 Steamtech/Automation Amulets can have magical properties. |
Glacierclash the steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Hit.r1 +8 mind On Crit.r2 +16 mind While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +12% cold Massive two-handed swords. |
Eiliniriamira the ash longbow4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Melee Ret 8 acid ----- def ----- Resists +6% temporal Spell.save +6 (+6 eff.) Poison- +10% Pinning- +20% Longbows are used to shoot arrows at your foes. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
steel longsword of massacre (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
thought-forged steel longsword of corruption (17-23.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit: 20% Curse of Impotence 2 On Hit: * 14% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Healpride (13.5-20.25 power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.5 - 20.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +22 Melee+ +4 nature +4 cold On Hit.r1 +12 darkness Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% nature +3% cold On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 4 cold ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% cold ---------- misc Talents +1 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! |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% light +5% darkness Phys.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
thaloren rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Wil +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Mind.save +6 (+3 eff.) A cap made of leather. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
radiant steel plate armour of cold resistance (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +15% cold +14% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
swashbuckler's steel shield of the stars (0 def, 4 armour, 39.5 block)7.0 T2 shield armor [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +2 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +12% light +11% darkness Acc +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
aquamarine0.0 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. |
2 opal0.0 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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech 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. |
soldier's dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 132] simple healing salve [power 132]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 132 Puts Talent Medical Injector on 15 cooldown Medical salve. |
pouch of steel shots (16/16, 20-24 power, 2 apr)3.0 T2 shot ammo [Normal] Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
innervating ash totem of thorny skin [power 26] (20 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 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. |
extending ash wand of conjuration [power 160] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 160 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 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. |
zircon0.0 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
A Fistful of Gold
Buy an item from an AAA.By K2 the Orc Gunslinger level 12
34th Retaking 124th year of Ascendancy at 17:45 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By K2 the Orc Gunslinger level 13
42nd Retaking 124th year of Ascendancy at 19:33 see stats
Level 10
Got a character to level 10.By K2 the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 20:43 see stats
That was close
Killed your target while having only 1 life left.By K2 the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 13:18 see stats
Log
K2 the level 15 orc gunslinger was shadowed to death by a nightmare horror on level 1 of Hidden Vault - Dominion Port: Sewers 1.
K2 is free from the nightmare.
You have 2 life(s) left.
K2 tessellates her cloak!
K2 deactivates Agile Gunner.
K2 recovers sight.
K2 is free from the abyss.
K2 is no longer suffering from insomnia.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed K2!
Resting starts...
Saving done.
Talent Startling Shot is ready to use.
Talent Hold the Ground is ready to use.
Talent Static Shot is ready to use.
Talent Explosive Shell is ready to use.
Talent Fatal Attractor is ready to use.
Talent Automated Cloak Tessellation is ready to use.
Talent Implant: Medical Injector is ready to use.
K2 tessellates her cloak!
Talent Agile Gunner is ready to use.
Talent Implant: Medical Injector is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...



























































































