













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Exploration |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 738% |
Size | medium |
Lifes / Deaths | Killed by Yeti Patriarch at level 8 on the 16th Retaking 124th year of Ascendancy at 19:59 / 34Killed by sun-mage at level 14 on the 48th Retaking 124th year of Ascendancy at 08:47 Killed by Lisidama the ritch larva at level 17 on the 15th Dearth 124th year of Ascendancy at 18:27 Killed by Cyrutta the ritch hive mother at level 19 on the 17th Dearth 124th year of Ascendancy at 11:55 Killed by Neryrilaith the larvae bloated ritch mother at level 19 on the 17th Dearth 124th year of Ascendancy at 15:15 Killed by Silamina the ritch larva at level 19 on the 17th Dearth 124th year of Ascendancy at 16:25 Killed by Xanirivea the ritch centipede at level 19 on the 17th Dearth 124th year of Ascendancy at 17:59 Killed by Nerorivena the larvae bloated ritch mother at level 20 on the 18th Dearth 124th year of Ascendancy at 02:23 Killed by Nerorivena the larvae bloated ritch mother at level 20 on the 18th Dearth 124th year of Ascendancy at 03:56 Killed by Aeremira the troll captain at level 23 on the 28th Dearth 124th year of Ascendancy at 16:30 Killed by orc grand master assassin at level 24 on the 31st Dearth 124th year of Ascendancy at 18:21 Killed by toxic cannister at level 24 on the 31st Dearth 124th year of Ascendancy at 20:09 Killed by orc necromancer at level 24 on the 32nd Dearth 124th year of Ascendancy at 03:32 Killed by Mayimina the broken golem at level 25 on the 39th Dearth 124th year of Ascendancy at 18:30 Killed by Mayimina the broken golem at level 25 on the 39th Dearth 124th year of Ascendancy at 18:45 Killed by Mayimina the broken golem at level 25 on the 39th Dearth 124th year of Ascendancy at 19:27 Killed by Porodawyn the golem at level 26 on the 40th Dearth 124th year of Ascendancy at 15:10 Killed by Cyrybrelle the minotaur mindscrew at level 26 on the 40th Dearth 124th year of Ascendancy at 16:13 Killed by Elussra the minotaur at level 27 on the 42nd Dearth 124th year of Ascendancy at 06:04 Killed by Elussra the minotaur at level 27 on the 42nd Dearth 124th year of Ascendancy at 06:36 Killed by Elussra the minotaur at level 27 on the 42nd Dearth 124th year of Ascendancy at 07:04 Killed by The Glass Golem at level 27 on the 42nd Dearth 124th year of Ascendancy at 19:14 Killed by The Glass Golem at level 27 on the 43rd Dearth 124th year of Ascendancy at 06:32 Killed by Belebrelravea the wolf at level 30 on the 39th Loss 124th year of Ascendancy at 02:31 Killed by Xeryyanor the dire wolf at level 30 on the 39th Loss 124th year of Ascendancy at 03:01 Killed by Voronor the sabertooth tiger at level 30 on the 40th Loss 124th year of Ascendancy at 08:27 Killed by Emibeth the Guardian at level 31 on the 4th Destruction 124th year of Ascendancy at 14:22 Killed by Gana the crystalbark at level 38 on the 13rd Remembrance 125th year of Ascendancy at 12:33 Killed by ritch flamespitter at level 38 on the 13rd Remembrance 125th year of Ascendancy at 21:12 Killed by ritch flamespitter at level 38 on the 14th Remembrance 125th year of Ascendancy at 00:35 Killed by Automated Defense System at level 39 on the 11st Revenge 125th year of Ascendancy at 22:52 Killed by Council Member Palaquie at level 49 on the 6th Pain 125th year of Ascendancy at 20:35 Killed by Council Member Pendor at level 49 on the 6th Pain 125th year of Ascendancy at 21:25 Killed by luminous horror at level 50 on the 23rd Pain 125th year of Ascendancy at 17:18 |
Primary Stats
Strength | 44 (base 29) |
Dexterity | 70 (base 60) |
Constitution | 81 (base 60) |
Magic | 17 (base 10) |
Willpower | 28 (base 10) |
Cunning | 61 (base 60) |
Resources
Life | 1479/1479 |
Steam | 100/100 |
Stamina | 320/320 |
Psi | 118/118 |
Healing Factor | 1.7252415653743 |
Regeneration | 22.859450741209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Invisible | 5 |
Offense: Mainhand
Damage | 66 |
Accuracy | 41 |
Crit Chance | 47% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 41 |
Crit Chance | 47% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Fire | +66% |
All | +8% |
Offense: Damage Penetration
Physical | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 57.292304923968 (87.807182003187%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 29 |
Mental Save | 29 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 54%( 70%) |
Physical | + 29%( 70%) |
Cold | + 43%( 70%) |
All | + 25%( 70%) |
Darkness | + 45%( 70%) |
Light | + 30%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 42%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Poison Resistance | 88% |
Blind Resistance | 70% |
Silence Resistance | 20% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 82% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. 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 132% efficiency and cooldown mod of 66%. |
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 130% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 520 damage for 6 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
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 4/8 yetis. | 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +9 (+3 eff.) Pinning- +115% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 72.0 - 86.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +14 Crit +21.0% Capacity 21 Proj.spd +200% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee Ret 14 fire ----- def ----- Resists +8% blight +6% fire +8% darkness ---------- misc Light +4 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 52 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +20% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +1 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +2% Phasing +20% ---------- misc Wards +4 blight +5 fire +5 nature +4 light Talents +1 Ward Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +11% blight +9% cold +9% nature Phys.save +17 (+5 eff.) Spell.save +13 (+6 eff.) Die.at -20.00 life Poison- +18% Disease- +18% Confus- +20% ---------- misc Max.stam +28.00 Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +9% darkness +6% fire +15% cold +3% nature +6% light Die.at -60.00 life Max.HP +26.00 Blind- +20% Disarm- +32% Pinning- +28% Knockbk- +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * applies a stacking poison dealing 47 damage per turn * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +14 (+4 eff.) Phys.save +20 (+6 eff.) A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +18 fire On Hit: * splashes acid on your target dealing 71 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +5 Mag +13 Wil +3 Con dps ---------- Dmg.mod +52% fire ----- def ----- Resists +9% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +15% lightning Res.pen +5% physical Melee Ret 4 lightning ----- def ----- Defense +22 (+6 eff.) Resists +6% nature +18% lightning Max.HP +37.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +13.00 Heal.mod +30% Poison- +70% Disease- +70% Cut- +70% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 4.0 T1 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: dps ---------- Dmg.mod +9% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% On Crit.r2 +47 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +4% Dmg.mod +9% darkness Res.pen +16% fire ----- def ----- Resists +6% light Phys.save +18 (+6 eff.) Teleport- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% 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... |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% 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. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +10% cold Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.4 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 4/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.4 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Disrupt/Master While equipped: Stats +7 Con ----- def ----- Armour +5 Fatigue +5% Resists +8% nature +10% blight A cap made of leather. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Unique] 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. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 418] amazing healing salve [power 418]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Heal 418 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 261] powerful pain suppressor salve [power 261]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Let you fight up to -261 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 116] amazing unstoppable force salve [power 116]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Increases all saves by 116 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +3% temporal Res.pen +25% acid +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% light +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +7% Spell.pwr +31 (+15 eff.) Dmg.mod +18% lightning Res.pen +25% lightning ----- def ----- Resists +18% fire Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 546 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +10 Dex dps ---------- Phys.crit +2.0% Melee Ret 6 physical ----- def ----- Armour +4 Resists +6% nature Die.at -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (452 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 52% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Guns the Orc Gunslinger level 44
1st Pain 125th year of Ascendancy at 18:21 see stats
By Guns the Orc Gunslinger level 14
47th Retaking 124th year of Ascendancy at 13:52 see stats
By Guns the Orc Gunslinger level 50
10th Pain 125th year of Ascendancy at 09:13 see stats
By Guns the Orc Gunslinger level 29
33rd Loss 124th year of Ascendancy at 07:56 see stats
By Guns the Orc Gunslinger level 31
4th Destruction 124th year of Ascendancy at 21:50 see stats
By Guns the Orc Gunslinger level 37
24th Destruction 124th year of Ascendancy at 21:21 see stats
By Guns the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 21:29 see stats
By Guns the Orc Gunslinger level 20
17th Dearth 124th year of Ascendancy at 21:43 see stats
By Guns the Orc Gunslinger level 30
36th Loss 124th year of Ascendancy at 00:56 see stats
By Guns the Orc Gunslinger level 40
12nd Revenge 125th year of Ascendancy at 20:13 see stats
By Guns the Orc Gunslinger level 50
7th Pain 125th year of Ascendancy at 00:22 see stats
By Guns the Orc Gunslinger level 50
7th Pain 125th year of Ascendancy at 01:00 see stats
By Guns the Orc Gunslinger level 50
7th Pain 125th year of Ascendancy at 01:00 see stats
By Guns the Orc Gunslinger level 36
16th Destruction 124th year of Ascendancy at 01:10 see stats
By Guns the Orc Gunslinger level 44
1st Pain 125th year of Ascendancy at 19:13 see stats
By Guns the Orc Gunslinger level 25
32nd Dearth 124th year of Ascendancy at 14:31 see stats
By Guns the Orc Gunslinger level 50
23rd Pain 125th year of Ascendancy at 05:11 see stats
By Guns the Orc Gunslinger level 50
22nd Pain 125th year of Ascendancy at 11:44 see stats
By Guns the Orc Gunslinger level 25
39th Dearth 124th year of Ascendancy at 13:22 see stats
By Guns the Orc Gunslinger level 25
32nd Dearth 124th year of Ascendancy at 14:14 see stats
By Guns the Orc Gunslinger level 25
39th Dearth 124th year of Ascendancy at 16:52 see stats
Log
Hithre's Netherblast hits Unspeakable Thing for 11 temporal, 31 darkness (42 total damage).
Unspeakable Thing casts Netherblast.
Unspeakable Thing's spell attains critical power!
Unspeakable Thing is wasting away!
Halfling student casts Dark Whispers.
Unspeakable Thing is haunted by the void!
Shadow is haunted by the void!
Hithre loses 3 health and is almost overcome by the entropy!
Character control switched to Guns.
Lore found: Lessons of Inevitability - Epilogue
You can read all your collected lore in the game menu, by pressing Escape.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Dark Whispers from Shalore student hits Training Dummy for 0 darkness damage.
Total Collapse from Unspeakable Thing hits Hithre for 4 temporal damage.
Option unlocked: New Class: Cultist of Entropy (Demented)
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Guns deactivates her cloak's restoration systems.