Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 28 / 61% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 10 on the 29th Retaking 124th year of Ascendancy at 06:54 0 / 7Killed by Voralaith the basaligator at level 16 on the 46th Retaking 124th year of Ascendancy at 07:54 Killed by Xanowyn the giant alligator at level 17 on the 47th Retaking 124th year of Ascendancy at 03:54 Killed by Elylle the larvae bloated ritch mother at level 26 on the 34th Revenge 124th year of Ascendancy at 17:38 Killed by Zubawyn the whitehoof maulotaur at level 28 on the 44th Revenge 124th year of Ascendancy at 14:36 Killed by Lisunn the whitehoof ghoul at level 28 on the 44th Revenge 124th year of Ascendancy at 21:48 Killed by Betomith the ghoulking at level 28 on the 44th Revenge 124th year of Ascendancy at 23:59 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 72 (base 60) |
Constitution | 25 (base 11) |
Magic | 14 (base 10) |
Willpower | 34 (base 10) |
Cunning | 65 (base 52) |
Resources
Life | -20/744 |
Steam | 10/100 |
Healing Factor | 1.4345178243369 |
Regeneration | 18.146650477862 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Offense: Mainhand
Damage | 55 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
All | 0% |
Physical | +23% |
Cold | +15% |
Nature | +8% |
Offense: Damage Penetration
All | +12% |
Defense: Base
Armour (hardiness) | 31 (38.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 21 |
Mental Save | 40 |
Defense: Resistances
Cold | + 48%( 70%) |
Lightning | + 19%( 70%) |
Nature | + 44%( 70%) |
Temporal | + 20%( 70%) |
Blight | + 16%( 70%) |
Physical | + 9%( 70%) |
Mind | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 616% 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. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 |
| 3/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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 |
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. | 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 |
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 | restorative pair of rough leather boots of speed (0 def, 1 armour) restorative pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +11% ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. |
Quiver | psychokinetic pouch of stralite shots of wind (4/20, 46-56 power, 5 apr) psychokinetic pouch of stralite shots of wind (4/20, 46-56 power, 5 apr)3.0 T4 shot ammo [Ego+] Nature/Psionic Power 46.5 - 55.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Proj.spd +200% Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Shots are used with slings to pummel your foes to death. |
Light source | Amynariyablek Amynariyablek1.0 T3 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +4 Resists +6% cold Crit.chn- 15.00% Max.HP +50.00 Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Sewerstalker the hardened leather hat (0 def, 3 armour) Sewerstalker the hardened leather hat (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +3% Resists +12% nature Die.at -20.00 life ---------- misc Stam/ret +1.40 Equi/ret +1.90 Light +4 A hat made of leather. Very stylish. |
On hands | hardened leather gloves 'Mayeta' (0 def, 11 armour) hardened leather gloves 'Mayeta' (0 def, 11 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 13 temporal Ranged+ 10 temporal Dmg.mod +6% temporal On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +11 Resists +3% mind +17% temporal Mind.save +21 (+7 eff.) Max.HP +106.00 HP.reg +2.00 Pinning- +10% ---------- misc Talents +1 Sand Shredder 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 | Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.24 cold and 15.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | Ring of Growth Ring of Growth0.1 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 (+4 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. |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 9/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Talosis' Counterpoint Talosis' Counterpoint4.0 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 Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | hardened leather belt 'Beomas' hardened leather belt 'Beomas'1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +4 Defense +11 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Stealth +7 Cut- +20% A belt that goes around your waist. |
In off hand | enhanced steel steamgun of piercing enhanced steel steamgun of piercing4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Res.pen +5% all Acc +9 (+2 eff.) Apr +7 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) 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 (+3 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 | Yvugatta the hardened leather armour (9 def, 6 armour) Yvugatta the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% lightning +10% nature +13% blight HP.reg +4.40 ---------- misc Stam/turn +0.70 Light +3 A suit of armour made of leather. |
Inventory
shatter afflictions rune (absorb 37; cd 15) shatter afflictions rune (absorb 37; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 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: Fiery Salve schematic: Fiery 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. |
schematic: Focus Lens schematic: Focus Lens0.1 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: Frost Salve 2 schematic: Frost 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. |
schematic: Headlamp 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: Iron Grip schematic: Iron Grip0.1 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: Magnetic Shell schematic: Magnetic 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: Moss Tread schematic: Moss Tread0.1 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: Saw Projector schematic: Saw Projector0.1 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 Edge 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: Spike Attachment 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. |
2 schematic: Steamsaw 2 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. |
schematic: Voltaic Shell schematic: Voltaic 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. |
warrior's steel ring warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
cured leather sling 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. |
mighty rough leather sling of lightning mighty rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 lightning While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
Signal Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 26 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
steel steamgun 'Glintrace' steel steamgun 'Glintrace'4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% light ----- def ----- Resists +9% acid Die.at -60.00 life ---------- misc Reload +4 Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
rough leather belt of life rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Lisevea the Weepdredge (0 def, 4 armour) Lisevea the Weepdredge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +7 Wil +1 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +18% blight +17% cold +14% nature Mind.save +10 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)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 +3.00 Heal.mod +30% ---------- 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. |
cured leather armour of stability (6 def, 4 armour) cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of leather. |
agate 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. |
35 onyx 35 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. |
7 aquamarine 7 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. |
31 lapis lazuli 31 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 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. |
14 topaz 14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Poxpain (dig speed 16 turns) Poxpain (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature +6% fire Res.pen +20% nature +14% physical ----- def ----- Resists +6% acid +6% fire +6% light +15% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
33 emerald 33 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) 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 Extractor 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. |
25 garnet 25 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 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. |
simple healing salve [power 140] simple healing salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 15 cooldown Medical salve. |
crude focus lens 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! |
14 amethyst 14 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
37 quartz 37 quartz0.0 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. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
By Muro the Orc Gunslinger level 13
36th Retaking 124th year of Ascendancy at 08:06 see stats
By Muro the Orc Gunslinger level 10
28th Retaking 124th year of Ascendancy at 13:42 see stats
By Muro the Orc Gunslinger level 20
48th Retaking 124th year of Ascendancy at 17:37 see stats
By Muro the Orc Gunslinger level 24
33rd Revenge 124th year of Ascendancy at 19:41 see stats
By Muro the Orc Gunslinger level 18
48th Retaking 124th year of Ascendancy at 13:02 see stats
Log
Muro shoots!
Betomith the ghoulking uses Twist the Knife.
Muro's Empathic Hex was extended!
Muro's Burning Hex from Lisunn the whitehoof ghoul was extended!
Muro's Spellshocked was extended!
Muro is no longer inspired.
Muro's Orcish Triumph was stripped!
Muro's Bullet Mastery: Supercharged was stripped!
Betomith the ghoulking hits Muro for (30 flat reduction), 246 physical, (15 flat reduction), 0 blight, (10 flat reduction), 0 darkness (246 total damage).
Muro's Shoot performs a ranged critical strike against Betomith the ghoulking!
Betomith the ghoulking is recovering from the damage!
Muro damages himself through Martyrdom!
Muro's Shoot hits Betomith the ghoulking for 121 physical, 5 temporal, 14 physical (140 total damage).
Muro's Shoot hits Betomith the ghoulking for 80 physical, 5 temporal, 5 physical (91 total damage).
Betomith the ghoulking hits Muro for (10 flat reduction), 0 physical, (1 flat reduction), 0 temporal, (1 flat reduction), 0 physical, (14 flat reduction), 0 physical, (1 flat reduction), 0 temporal, (2 flat reduction), 0 physical (0 total damage).
Mindrot hits Muro for (18 flat reduction), 0 mind, (19 flat reduction), 0 darkness (0 total damage).
Rotting Disease from Betomith the ghoulking hits Muro for (30 flat reduction), 22 blight (22 total damage).
Betomith the ghoulking performs a diseased attack against Muro.
Muro is afflicted by a weakness disease!
Betomith the ghoulking hits Muro for (30 flat reduction), 192 physical, (16 flat reduction), 0 blight, (11 flat reduction), 0 darkness (192 total damage).
You cannot go into the wilds with the following effects: Empathic Hex, Burning Hex, Spellshocked, Weakness Disease, Rotting Disease, Stunned by the gloom
Muro uses Vital Shot.
Muro uses Vital Shot.
Betomith the ghoulking is crippled.
Betomith the ghoulking resists the knockback!
Muro damages himself through Martyrdom!
Muro's Vital Shot hits Betomith the ghoulking for 365 physical, 5 temporal, 5 physical, 95 physical (470 total damage).
Betomith the ghoulking hits Muro for (30 flat reduction), 17 physical (17 total damage).
Muro the level 28 orc gunslinger was raked to death by Betomith the ghoulking on level 2 of Krimbul Territory.