















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Exploration |
Sex | Male |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 28 / 84% |
Size | medium |
Lifes / Deaths | Killed by ritch centipede at level 12 on the 32nd Retaking 124th year of Ascendancy at 18:49 / 36Killed by ritch centipede at level 12 on the 32nd Retaking 124th year of Ascendancy at 20:35 Killed by ritch hunter at level 12 on the 32nd Retaking 124th year of Ascendancy at 20:58 Killed by ritch centipede at level 12 on the 32nd Retaking 124th year of Ascendancy at 21:26 Killed by ritch centipede at level 12 on the 32nd Retaking 124th year of Ascendancy at 21:41 Killed by ritch centipede at level 12 on the 32nd Retaking 124th year of Ascendancy at 22:05 Killed by Voryrin the awoken tentacle tree at level 13 on the 33rd Retaking 124th year of Ascendancy at 02:44 Killed by ritch hive mother at level 13 on the 33rd Retaking 124th year of Ascendancy at 04:38 Killed by Gida the awoken tentacle tree at level 15 on the 34th Retaking 124th year of Ascendancy at 00:03 Killed by Gida the awoken tentacle tree at level 15 on the 34th Retaking 124th year of Ascendancy at 00:10 Killed by corrupted mastocytic feeder at level 16 on the 34th Retaking 124th year of Ascendancy at 01:57 Killed by corrupted acidic digestor at level 16 on the 34th Retaking 124th year of Ascendancy at 02:15 Killed by corrupted dendritic hemospinner at level 16 on the 34th Retaking 124th year of Ascendancy at 02:30 Killed by corrupted mastocytic feeder at level 16 on the 34th Retaking 124th year of Ascendancy at 02:56 Killed by corrupted plasmic disruptor at level 16 on the 34th Retaking 124th year of Ascendancy at 09:12 Killed by corrupted protoplasmic controller at level 16 on the 34th Retaking 124th year of Ascendancy at 11:10 Killed by corrupted mastocytic feeder at level 16 on the 34th Retaking 124th year of Ascendancy at 11:58 Killed by corrupted plasmic disruptor at level 16 on the 34th Retaking 124th year of Ascendancy at 12:53 Killed by corrupted acidic digestor at level 16 on the 34th Retaking 124th year of Ascendancy at 13:39 Killed by Salolaith the Invader at level 16 on the 34th Retaking 124th year of Ascendancy at 14:25 Killed by Isitha the awoken tentacle tree at level 17 on the 34th Retaking 124th year of Ascendancy at 17:04 Killed by corrupted ritch centipede at level 17 on the 34th Retaking 124th year of Ascendancy at 22:50 Killed by Glorulenor the corrupted plasmic disruptor at level 18 on the 35th Retaking 124th year of Ascendancy at 17:28 Killed by corrupted dendritic hemospinner at level 18 on the 35th Retaking 124th year of Ascendancy at 18:10 Killed by Yvomira the corrupted plasmic disruptor at level 18 on the 35th Retaking 124th year of Ascendancy at 20:56 Killed by Yvomira the corrupted plasmic disruptor at level 18 on the 35th Retaking 124th year of Ascendancy at 21:15 Killed by Yvomira the corrupted plasmic disruptor at level 18 on the 35th Retaking 124th year of Ascendancy at 21:34 Killed by Nerawyn the Invader at level 19 on the 36th Retaking 124th year of Ascendancy at 07:36 Killed by ritch flamespitter at level 19 on the 36th Retaking 124th year of Ascendancy at 07:47 Killed by Pologatira the Invader at level 19 on the 36th Retaking 124th year of Ascendancy at 20:51 Killed by corrupted dendritic hemospinner at level 19 on the 36th Retaking 124th year of Ascendancy at 21:26 Killed by Adikira the corrupted protosentient globula at level 20 on the 37th Retaking 124th year of Ascendancy at 06:41 Killed by corrupted protoplasmic controller at level 20 on the 37th Retaking 124th year of Ascendancy at 08:11 Killed by Star Gazer at level 25 on the 12nd Revenge 124th year of Ascendancy at 07:38 Killed by Star Gazer at level 25 on the 12nd Revenge 124th year of Ascendancy at 07:51 Killed by orc high cryomancer at level 27 on the 34th Revenge 124th year of Ascendancy at 08:57 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 62 (base 55) |
Constitution | 30 (base 11) |
Magic | 20 (base 10) |
Willpower | 20 (base 10) |
Cunning | 63 (base 48) |
Resources
Life | 746/746 |
Steam | 100/100 |
Healing Factor | 1.15 |
Regeneration | 5.1175 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 45 |
Accuracy | 64 |
Crit Chance | 24% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 64 |
Crit Chance | 24% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +10% |
Blight | +15% |
Cold | +10% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +13% |
Light | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 13 (70.376569037657%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 42 |
Mental Save | 56 |
Defense: Resistances
Blight | + 14%( 70%) |
Cold | + 33%( 70%) |
All | + 4%( 70%) |
Darkness | + 10%( 70%) |
Light | + 16%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 14%( 70%) |
Fire | + 10%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 26% |
Disarm Resistance | 60% |
Pinning Resistance | 24% |
Poison Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
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 9.2 steam per turn. Can be activated for an instant burst of 46 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Automation | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Automated Cloak Tessellation |
talent | Evasive Shots |
beneficial effect | You have 1 charges. Death Momentum |
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. | active |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Cun / +2 Con Physical save: +12 (+4 eff.) Spell save: +30 (+10 eff.) Mental save: +12 (+4 eff.) Disease immunity: +10% Knockback immunity: +5% Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum life: +34.00 Maximum stamina: +13.00 Movement speed: +10% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 9 bleeding, 41% reduced healing Damage (Ranged): +12 lightning / +7 bleed Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +10 lightning Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Con Changes resistances: +10% blight / +12% light Changes resistances penetration: +15% light Life regen: +4.20 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +6% temporal A hat made of leather. Very stylish. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Changes damage: +12% blight Talent granted: +1 Sand Shredder Physical save: +7 (+2 eff.) Mental save: +19 (+5 eff.) Disarm immunity: +29% Psi when hit: +0.08 Mindpower: +4 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +7 Fatigue: -5% Effects when hit in melee: * 22% chance to disease * 21% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes stats: +5 Str Changes resistances: +6% darkness / +6% fire Critical mult.: +6.00% Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +24.00 Maximum stamina: +15.00 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Effects when hit in melee: * 21% chance to disease * 20% chance to inflict 15% damage reduction Changes stats: +5 Cun / +5 Dex Changes resistances: +20% cold Changes damage: +10% cold Physical save: +20 (+6 eff.) Mental save: +36 (+10 eff.) Disarm immunity: +10% Confusion immunity: +26% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +3 Dex / +7 Wil / +3 Cun / +8 Con Changes resistances: +6% nature Physical save: +13 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+4 eff.) Infravision radius: +2 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 2) on crit: +10 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% lightning Changes resistances penetration: +13% physical Changes damage: +6% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +15% mind Changes damage: +3% blight Physical save: +7 (+2 eff.) Maximum mana: +80.00 Spell crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+5 eff.) This light leather armour features a special medical injector. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +17% temporal / +12% darkness / +3% cold / +6% fire / +12% mind / +19% light Spell save: +9 (+3 eff.) Blindness immunity: +21% Confusion immunity: +22% Pinning immunity: +20% Knockback immunity: +24% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +6% acid Changes damage: +9% light Life regen: +0.90 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+2 eff.) Effects when hit in melee: * 20% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 4 nature / 8 arcane Changes stats: +6 Cun / +5 Dex Changes damage: +3% blight Silence immunity: +20% Mana each turn: +0.13 Spellpower: +8 (+4 eff.) Mindpower: +5 (+3 eff.) Damage Shield penetration: +10% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to blind Travel speed: +600% Burst (radius 2) on crit: +2 light Damage conversion: 28% temporal Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +9% physical Changes damage: +18% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Changes damage: +10% acid Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: -1 Str / +1 Dex Changes resistances penetration: +10% mind Reduced damage from: +17% Summoned Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Maximum psi: +10.00 Spellpower: +3 (+1 eff.) Mental crit. chance: +2% Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. |
![]() Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Dex / +2 Mag / +5 Wil / +4 Cun / +2 Con Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +13 (+4 eff.) A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: lore / lore It can be used to read it. An advertisement poster. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 244/400. 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 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 142] simple healing salve [power 142]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 142, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +10.5% Capacity: 21 On weapon hit: * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +19 darkness / +8 fire Burst (radius 2) on crit: +4 darkness Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 43 When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +20 physical Shots are used with slings to pummel your foes to death. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 10
25th Retaking 124th year of Ascendancy at 08:52 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 16
34th Retaking 124th year of Ascendancy at 02:20 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 10
22nd Retaking 124th year of Ascendancy at 19:25 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 20
36th Retaking 124th year of Ascendancy at 21:31 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 28
35th Revenge 124th year of Ascendancy at 05:46 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 19
36th Retaking 124th year of Ascendancy at 07:35 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 20
37th Retaking 124th year of Ascendancy at 06:19 see stats
By Shiroi Whitehoof Gunsling the Whitehoof Gunslinger level 18
35th Retaking 124th year of Ascendancy at 23:14 see stats
Log
You gain 2.27 gold from the melting of steam generator implant (steam 7).
There is a way to the Grushnak section here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
There is a way to the Gorbat section here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
You are yanked out of this place!
Rested for 20 turns (stop reason: saving).
There is a Entrance to the Pride's Internment Camp 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...
Today is the 36th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Saving done.
Saving game...
Saving done.
Shiroi Whitehoof Gunsling tessellates his cloak!
Shiroi Whitehoof Gunsling deactivates Evasive Shots.