
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 25 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Zanigas at level 25 on the 52nd Retaking 124th year of Ascendancy at 23:16 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 65 (base 55) |
| Constitution | 14 (base 11) |
| Magic | 25 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 50 (base 41) |
Resources
| Life | -30/528 |
| Steam | 100/100 |
| Healing Factor | 1.1472895330004 |
| Regeneration | 0.28682238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +32% |
| Lightning | +12% |
| Mind | +32% |
| All | 0% |
Offense: Damage Penetration
| Acid | +17% |
| Light | +17% |
| Temporal | +22% |
| Nature | +22% |
| Lightning | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 15 (50%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 8 |
| Physical Save | 27 |
| Spell Save | 16 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Acid | + 32%( 70%) |
| Light | + 22%( 70%) |
| Darkness | + 25%( 70%) |
| Cold | + 29%( 70%) |
| Lightning | + 22%( 70%) |
| Mind | + 29%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 50% |
| Confusion Resistance | 30% |
| Teleport Resistance | 100% |
| Knockback Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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. | active |
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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | 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 | pair of hardened leather boots 'Cracklesteel' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +12% lightning +18% mind Res.pen +20% lightning ----- def ----- Armour +3 Resists +6% lightning Phys.save +9 (+4 eff.) Stealth +8 Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Hate/m.crit +2.00 A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of corruption (18/18, 132% power, 2 apr)3.0 T2 shot ammo [Ego++] Arcane/Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 18 On Hit: 20% Curse of Defenselessness 2 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Erelindur the stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Resists +6% acid Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's steel ring of luminosity =DEFAULT=0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | pixie's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 10 light Ranged+ 16 light Dmg.mod +11% light Rings make your fingers look great! |
| Around neck | copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint =MAIN HAND=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: * splashes acid on your target dealing 40 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| On hands | Oludar the Glowhash (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% light +10% acid ----- def ----- Armour +2 Resists +12% acid +6% light +6% nature ---------- 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. |
| In off hand | mighty steel steamgun 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 40 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+2 eff.) 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 (+1 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 | Torymas the Bilewyrd (0 def, 2 armour) =Mag 6=2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +10% Spell.pwr +18 (+8 eff.) Dmg.mod +14% mind Res.pen +15% nature +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +14% mind +13% all ---------- misc Mana/turn +0.50 Psi/turn +0.14 Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
schematic: Acid Groove0.1 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
schematic: Fungal Web0.1 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: Razor 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: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 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: 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. |
Murkriver the gold ring =Con 4=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Con dps ---------- Apr +4 On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +8 (+4 eff.) ---------- misc Max.stam +10.00 Infravis +3 Rings make your fingers look great! |
Vargh Redemption =Con 6=0.1 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 9.69 cold and 9.69 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. |
pixie's steel ring of pilfering =Mag 3=0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Acc +10 (+4 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+5 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
chilling steel longsword of massacre (127% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold Sharp, long, and deadly. |
yew magestaff of greater warding (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Armour +7 Defense +6 (+3 eff.) ---------- misc Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of life draining4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's iron steamgun =Dex 2=4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of recursion4.0 T2 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamsaw of crippling (125% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Master/Steamtech Power 126% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 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! |
Sulfurumbra (125% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 mind On Hit: * 20% chance to slow global speed by 44% While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+3 eff.) ----- def ----- Resists +6% nature Mind.save +12 (+6 eff.) One-handed war axes. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Cyranne the cashmere robe (15 def, 0 armour) =Dex 5=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +14% cold ----- def ----- Defense +15 (+6 eff.) Resists +21% cold +11% all Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamstinger the woollen robe (0 def, 0 armour) =DEFAULT=2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +9% acid +16% physical +19% darkness +10% cold +10% fire Res.pen +9% darkness +5% physical Melee Ret 8 light ----- def ----- Resists +10% acid +10% physical +19% darkness +12% cold +20% fire +9% all ---------- misc Max.hate +8.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cinder rough leather gloves of magic (+3) (0 def, 1 armour) =Mag 3=1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 6 fire Dmg.mod +4% arcane +3% fire ----- def ----- Armour +1 Resists +5% fire 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. |
Flashransom the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +3% Resists +5% physical Crit.chn- 5.00% Phys.save +7 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Max.stam +20.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Heatrazor (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% physical Acc +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% mind ---------- misc Stam/turn +3.00 Stam/ret +1.20 Equi/ret +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Boltglean' (0 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +5 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% acid +9% mind Res.pen +10% lightning Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Resists +11% nature +8% blight A cap made of leather. |
hardened leather hat 'Xanokira' (0 def, 3 armour) =Con 5=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +10% acid Acc +20 (+7 eff.) Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +9% temporal A hat made of leather. Very stylish. |
iron helm of dexterity (+2) (0 def, 3 armour) =Dex 2=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour) =-- Req 22 Str=9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 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... |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training Str 22 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
radiant steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +14% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
11 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. |
4 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. |
18 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
16 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)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 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
arcing pouch of steel shots (17/17, 123% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 123% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of amnesia (21/21, 121% power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +14 cold On Crit.r2 +7 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
piercing steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
9 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. |
19 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. |
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. |
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. |
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
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zanigas the Orc Gunslinger level 13
25th Retaking 124th year of Ascendancy at 15:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zanigas the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 02:49 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zanigas the Orc Gunslinger level 20
48th Retaking 124th year of Ascendancy at 18:49 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Zanigas the Orc Gunslinger level 23
51st Retaking 124th year of Ascendancy at 15:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zanigas the Orc Gunslinger level 16
32nd Retaking 124th year of Ascendancy at 07:52 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Zanigas for (27 flat reduction), 192 physical (192 total damage).
Zanigas starts suffocating to death!
Zanigas is suffocating.
Zanigas is recovering from the damage!
Zanigas roars triumphantly.
Zanigas the level 25 orc gunslinger suffocated to death on level 4 of Ritch Hive.









































































































