Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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! Better Item Description 1.5.5This 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 1.5.4Donators/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:
|
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 25 / 68% |
Size | medium |
Lifes / Deaths | Killed by sunwall vindicator at level 12 on the 37th Retaking 124th year of Ascendancy at 08:12 0 / 7Killed by sunwall vindicator at level 12 on the 37th Retaking 124th year of Ascendancy at 09:15 Killed by troll guard at level 15 on the 19th Revenge 124th year of Ascendancy at 08:46 Killed by Orcmorc at level 21 on the 36th Revenge 124th year of Ascendancy at 09:52 Killed by saw horror at level 24 on the 2nd Pain 124th year of Ascendancy at 12:49 Killed by saw horror at level 24 on the 2nd Pain 124th year of Ascendancy at 14:15 Killed by Emyssra the larvae bloated ritch mother at level 25 on the 9th Pain 124th year of Ascendancy at 19:01 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 69 (base 55) |
Constitution | 24 (base 11) |
Magic | 16 (base 10) |
Willpower | 15 (base 10) |
Cunning | 63 (base 48) |
Resources
Life | -21/558 |
Steam | 95/100 |
Healing Factor | 1.1082474226803 |
Regeneration | 0.27706185567008 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 44 |
Accuracy | 53 |
Crit Chance | 32% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 53 |
Crit Chance | 32% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +37% |
Temporal | +8% |
Blight | +3% |
Fire | +10% |
Offense: Damage Penetration
Cold | +7% |
Darkness | +10% |
Light | +10% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 17 (57.811550151976%) |
Defense | 45 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 11 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 18%( 70%) |
Light | + 34%( 70%) |
Temporal | + 8%( 70%) |
Blight | + 6%( 70%) |
Cold | + 17%( 70%) |
Fire | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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 8.1 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 91%. |
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 104% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
detrimental effect | Huge cut that bleeds, doing 29.98 physical damage per turn. Bleeding |
detrimental effect | Damage reduced by 42%. To The Arms |
beneficial effect | Bullets shot are overheated: When striking their target, they set it on fire for 83 fire damage over 5 turns Bullet Mastery: Overheated |
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. | 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. * 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 Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | stealthy pair of hardened leather boots of uncanny dodging (2 def, 3 armour) stealthy pair of hardened leather boots of uncanny dodging (2 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Stealth +8 A pair of boots made of leather. |
Quiver | Kindlemarrow (3/15, 19.5-23.4 power, 2 apr) Kindlemarrow (3/15, 19.5-23.4 power, 2 apr) 3.0 T2 shot ammo [Rare] Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 15 Ranged+ +8 lightning On Hit.r1 +12 light On Crit.r2 +8 lightning On Hit: * 40% chance to blind * 20% chance to daze at end of turn While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 | insulating hardened leather cap of dexterity (+10) (0 def, 3 armour) insulating hardened leather cap of dexterity (+10) (0 def, 3 armour) 2.0 T3 head armor [Ego] Master While equipped: Stats +10 Cun +2 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +8% fire Mind.save +15 (+8 eff.) A cap made of leather. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Talents +3 Voltaic Sentry On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of light (+24%) marksman's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% light Acc +6 (+2 eff.) ----- def ----- Resists +24% light Rings can have magical properties. |
On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+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 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 can have magical properties. |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/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 | Talosis' Counterpoint Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | Emeloldawen the drakeskin leather belt Emeloldawen the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.pwr +17 (+6 eff.) Dmg.mod +3% blight ----- def ----- Fatigue +0% Resists +6% blight +10% light +10% darkness Phys.save +16 (+8 eff.) ---------- misc Max.enc +0 Psi/ret +0.04 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
In off hand | glacial steel steamgun of true shot glacial steel steamgun of true shot 4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 ice On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Res.pen +7% cold Acc +5 (+1 eff.) ----- def ----- Armour +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dranarikalthohir the Lightstrider (2 def, 4 armour) Dranarikalthohir the Lightstrider (2 def, 4 armour) 9.0 T2 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +15% light Res.pen +10% light Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Heal/summ +30 A suit of armour made of leather. |
Inventory
copper amulet of strength (+3) copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
wanderer's steel amulet of magic (+4) wanderer's steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
steel ring of corrosion (+20%) steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
mage-hunter's cured leather sling of true flight mage-hunter's cured leather sling of true flight4.0 T2 sling 1H weapon [Ego++] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +8.0% Mind.pwr +6 (+2 eff.) Acc +5 (+1 eff.) On Hit (Ranged): * 7 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of cold steady cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +8% cold Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of lightning steady cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 lightning While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +10% lightning Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
surging yew magestaff (20-24 power, 4 apr, cold element) surging yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun overgrown steel steamgun4.0 T2 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eclipsetorrent (12-16.8 power, 3 apr) Eclipsetorrent (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Fire Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +16 darkness While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% fire Acc +7 (+2 eff.) Melee Ret 16 darkness ----- def ----- Defense +7 (+2 eff.) Disarm- +24% One-handed war axes. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Visage of Nektosh (4 def, 8 armour) 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. |
onyx 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 aquamarine 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. |
4 lapis lazuli 4 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. |
opal 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. |
4 topaz 4 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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 104% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 104% efficiency and 50% cooldown modifier. Heal 146 Puts Talent Medical Injector on 15 cooldown Medical salve. |
deadly pouch of iron shots of wind (18/18, 21-25.2 power, 1 apr) deadly pouch of iron shots of wind (18/18, 21-25.2 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Proj.spd +200% On Hit: * 10% chance to create an air burst While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (16/16, 14.5-17.4 power, 1 apr) pouch of iron shots (16/16, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
iron mental stimulator iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel back support steel back support0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
supercharged steel torque of clear mind [power 2] (12 cooldown) supercharged steel torque of clear mind [power 2] (12 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 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. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Orcmorc the Orc Gunslinger level 8
23rd Retaking 124th year of Ascendancy at 07:12 see stats
By Orcmorc the Orc Gunslinger level 12
40th Retaking 124th year of Ascendancy at 20:00 see stats
By Orcmorc the Orc Gunslinger level 10
34th Retaking 124th year of Ascendancy at 00:39 see stats
By Orcmorc the Orc Gunslinger level 20
32nd Revenge 124th year of Ascendancy at 21:42 see stats
By Orcmorc the Orc Gunslinger level 18
22nd Revenge 124th year of Ascendancy at 17:16 see stats
Log
Emyssra the larvae bloated ritch mother uses To The Arms.
Orcmorc starts to bleed.
Orcmorc is suffering and fails to concentrate on dealing damage.
Emyssra the larvae bloated ritch mother hits Orcmorc for (28 resist armour), 272 physical (272 total damage).
Orcmorc hits Emyssra the larvae bloated ritch mother for 8 physical damage.
Orcmorc shoots!
Emyssra the larvae bloated ritch mother deflects the projectile from Orcmorc to the west!
Orcmorc's Shoot performs a ranged critical strike against Orcmorc!
Orcmorc is encased in ice!
Orcmorc's Shoot performs a ranged critical strike against Orcmorc!
Orcmorc's Shoot hits Iceblock for 93 physical, 5 lightning, 9 physical (106 total damage).
Orcmorc's Shoot hits Orcmorc for (28 resist armour), 42 physical, (3 resist armour), 0 cold (42 total damage).
Orcmorc's Shoot hits Iceblock for 5 lightning damage.
Orcmorc forces the iceblock to shatter.
Orcmorc is free from the ice.
Bleeding from Emyssra the larvae bloated ritch mother hits Orcmorc for (28 resist armour), 2 physical (2 total damage).
Emyssra the larvae bloated ritch mother uses Block.
Orcmorc shoots!
Orcmorc's Shoot performs a ranged critical strike against Emyssra the larvae bloated ritch mother!
Ritch centipede is knocked back!
Orcmorc's Shoot hits Emyssra the larvae bloated ritch mother for (39 blocked), 0 physical, 4 lightning, (9 blocked), 0 physical, 7 light (11 total damage).
Orcmorc's Shoot hits Ritch centipede for 10 light, 21 physical (30 total damage).
Orcmorc's Shoot hits Emyssra the larvae bloated ritch mother for (55 blocked), 0 physical, 4 cold, 4 lightning, 7 light, 4 lightning (18 total damage).
Orcmorc's Shoot hits Ritch centipede for 10 light, 4 lightning (13 total damage).
Burning from Orcmorc hits Emyssra the larvae bloated ritch mother for 11 fire damage.
Bleeding from Emyssra the larvae bloated ritch mother hits Orcmorc for (28 resist armour), 2 physical (2 total damage).
Emyssra the larvae bloated ritch mother stings with her ovipositor!
Saving game...