















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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!ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 30 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Captured Yeti Behemoth at level 19 on the 22nd Pain 124th year of Ascendancy at 05:58 0 / 7Killed by Azas the shalore at level 29 on the 51st Dearth 124th year of Ascendancy at 12:51 Killed by ravaging entropic rip at level 29 on the 1st Loss 124th year of Ascendancy at 17:52 Killed by greater multi-hued wyrm at level 30 on the 2nd Loss 124th year of Ascendancy at 07:38 Killed by saw horror at level 30 on the 2nd Loss 124th year of Ascendancy at 14:00 Killed by Zubelaith the warg at level 30 on the 11st Loss 124th year of Ascendancy at 06:51 Killed by Zubelaith the warg at level 30 on the 11st Loss 124th year of Ascendancy at 07:05 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 72 (base 60) |
| Constitution | 17 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 73 (base 58) |
Resources
| Life | -248/684 |
| Steam | 130/130 |
| Healing Factor | 1.262941519274 |
| Regeneration | 8.0196786473897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 19 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 64 |
| Crit Chance | 45% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 64 |
| Crit Chance | 45% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +17% |
| Arcane | +11% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +25% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 28 (49.007671158813%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 14 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Light | + 13%( 70%) |
| Nature | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. 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 130% efficiency and cooldown mod of 93%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 Erรบan 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haรฏb 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 | Loamripper (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil +7 Lck dps ---------- Res.pen +5% nature Melee Ret 8 nature 6 temporal ----- def ----- Armour +3 Stealth +8 ---------- misc Stam/turn +0.60 Max.stam +24.00 Talents +3 Rocket Boots Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots (21/21, 42-50 power, 3 apr) 3.0 T3 shot ammo [Ego+] Master Power 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 21 On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Max.HP +43.00 ---------- misc Light +7 See.Stealth +4 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 | defender's dwarven-steel helm of precognition (10 def, 9 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +9 (+4 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Dourpeal' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +4 Cun dps ---------- Dmg.mod +3% fire Acc +10 (+3 eff.) Melee Ret 10 darkness ----- def ----- Armour +2 Resists +6% darkness ---------- 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 | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | Blindrain0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con +4 Wil dps ---------- Dmg.mod +6% light Res.pen +10% light ----- def ----- Fatigue -6% Resists +9% light Phys.save +10 (+5 eff.) Max.HP +45.00 HP.reg +4.00 ---------- misc Light +2 Amulets make your neck look great! |
| In main hand | voratun steamgun 'Emyranor' 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +5 acid On Hit: 10% Overgrowth 5 On Hit: 10% Arcane Vortex 5 On Hit: * 10% chance to reduce all saves and defense by 22 * splashes acid on your target dealing 30 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Mag +1 Wil +1 Cun dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +11% arcane +12% acid On Hit (Ranged): * 20% chance to reduce all saves and defense by 22 ----- def ----- HP.reg +2.10 ---------- misc Hate/m.crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | blurring hardened leather belt of transcendence 1.0 T3 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +7 (+3 eff.) Stealth +7 ---------- misc Talents +3 Thunder Grenade A belt that goes around your waist. |
| In off hand | Lightobeisance 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +4 light On Hit: 20% Shoot 2 On Hit: * splashes acid on your target dealing 27 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +3% light Res.pen +25% temporal Acc +7 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Scabnaught (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% fire ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +3% nature +18% lightning Heal.mod +20% Blind- +20% Cut- +20% Stun/Frz- +30% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's cured leather armour of the wind (15 def, 10 armour) 9.0 T2 light armor [Ego++] Master While equipped: Stats +5 Str +3 Dex dps ---------- Phys.crit +5.0% Apr +6 ----- def ----- Armour +10 Defense +15 (+4 eff.) Fatigue +7% Crit.dmg- 21.00% Phys.save +5 (+2 eff.) ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 59 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the warrior (absorb 61; cd 15)0.1 rune scroll [Ego] 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 61 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing 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: Pain Suppressor 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: 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 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: Spring Grapple0.1 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: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Pyrelady0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +25% light Melee Ret 4 fire ----- def ----- Fatigue -5% Resists +21% fire HP.reg +3.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
mindweaver's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +2 Mag dps ---------- Mind.pwr +6 (+3 eff.) S.pwr/crit +2 ----- def ----- Mind.save +7 (+4 eff.) Confus- +15% ---------- misc Mana/turn +0.16 Max.mana +20.00 Amulets make your neck look great! |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+1 eff.) Resists +22% nature Rings make your fingers look great! |
gold ring 'Hurakath'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +12% arcane Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Resists +12% arcane Mind.save +8 (+4 eff.) Confus- +37% ---------- misc Max.mana +60.00 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 143% 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! |
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 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
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 (+2 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
linen cloak of the guardian (7 def, 4 armour)2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +0% lightning Phys.save +11 (+5 eff.) Spell.save +11 (+8 eff.) Mind.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
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. |
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. |
2 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. |
9 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
7 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. |
20 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. |
14 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 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. |
24 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. |
13 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
powerful fiery salve [power 21] powerful fiery salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 17] potent frost salve [power 17]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 174] simple healing salve [power 174]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Heal 174 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 228] potent healing salve [power 228]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Heal 228 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 244] powerful pain suppressor salve [power 244]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Let you fight up to -244 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 21] powerful water salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 93% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 354/400 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. |
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. |
extending ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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! |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Jet the Orc Gunslinger level 9
18th Retaking 124th year of Ascendancy at 04:34 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Jet the Orc Gunslinger level 14
49th Retaking 124th year of Ascendancy at 02:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jet the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 09:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jet the Orc Gunslinger level 20
35th Pain 124th year of Ascendancy at 02:05 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Jet the Orc Gunslinger level 30
1st Loss 124th year of Ascendancy at 18:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Jet the Orc Gunslinger level 25
48th Dearth 124th year of Ascendancy at 15:49 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Jet the Orc Gunslinger level 29
50th Dearth 124th year of Ascendancy at 04:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Jet the Orc Gunslinger level 18
21st Pain 124th year of Ascendancy at 18:51 see stats
Log
Zubelaith the warg feels pain again.
Thought-forged bowman's Shoot misses Jet.
Zubelaith the warg's maelstrom pulls Jet in!
Bleeding from Jet hits War bear for 14 physical damage.
Bleeding from Jet hits Panther for 25 physical damage.
Bleeding from Jet hits Cave bear for 14 physical damage.
Bleeding from Jet hits War bear for 36 physical damage.
Bleeding from Jet hits Thought-forged bowman for 41 physical damage.
Zubelaith the warg's maelstrom hits Jet for 57 physical damage.
Panther misses Jet.
Talent Sawfield is ready to use.
Zubelaith the warg uses Distortion Wave.
Jet is knocked back!
Jet resists the stun!
Zubelaith the warg hits Jet for 162 physical damage.
Thought-forged bowman shoots!
Panther misses Jet.
Thought-forged bowman's Shoot misses Jet.
Panther misses Jet.
Zubelaith the warg's maelstrom pulls Jet in!
Bleeding from Jet hits Panther for 21 physical damage.
Bleeding from Jet hits War bear for 31 physical damage.
Bleeding from Jet hits Cave bear for 12 physical damage.
Bleeding from Jet hits Thought-forged bowman for 35 physical damage.
Zubelaith the warg's maelstrom hits Jet for 57 physical damage.
Zubelaith the warg uses Mind Sear.
Zubelaith the warg's mind surges with critical power!
Zubelaith the warg hits Jet for 303 mind damage.
Jet the level 30 orc gunslinger was mentally tortured to death by Zubelaith the warg on level 1 of Sunwall Observatory.



































































































