















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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 17 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Batdin the shalore at level 17 on the 36th Revenge 124th year of Ascendancy at 21:13 / 1 |
Primary Stats
| Strength | 28 (base 18) |
| Dexterity | 59 (base 42) |
| Constitution | 24 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 42.4 (base 29) |
Resources
| Life | -97/381 |
| Steam | 17/100 |
| Healing Factor | 1.4222987047317 |
| Regeneration | 5.6180798836901 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +15% |
| Physical | +19% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.08934837382 (81.030927835052%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 18 |
| Physical Save | 25 |
| Spell Save | 7 |
| Mental Save | 18 |
Defense: Resistances
| Light | + 30%( 70%) |
| Fire | + 10%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 16% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Avoidance | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is moving while shooting, and will reload 6 ammo when finished strafing. Strafing |
| detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
| detrimental effect | The target is poisoned, taking 2.43 nature damage per turn and decreasing all heals received by 22%. Insidious Poison |
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. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | miner's pair of rough leather boots of tirelessness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
| Quiver | hateful pouch of steel shots of amnesia (14/18, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +10 darkness Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | mindwoven linen wizard hat of the mountain (+10%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% physical Changes damage: +10% physical Psi each turn: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Changes stats: +3 Str Talent granted: +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of thermal psionic shield [power 65] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 65 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +4 (+2 eff.) Changes stats: +3 Str / +2 Cun / +3 Con Changes damage: +9% physical Stun/Freeze immunity: +22% Life regen: +1.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | restful steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to blind * 5% chance to inflict 15% damage reduction Changes damage: +5% light / +7% darkness Life regen: +0.90 Amulets can have magical properties. |
| In main hand | Talosis' CounterpointRequires: - 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: +3 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | ranger's steel steamgun of fireRequires: - 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: +8 Travel speed: +600% Damage (Ranged): +8 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes damage: +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (9 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+4 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Therapeutic Platemail (5 def, 11 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +22% Changes stats: +4 Dex / +4 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+4 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
wild infusion of the wizard (resist 11%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.30 Amulets can have magical properties. |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
psionicist's steel ring of fire (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% fire Changes damage: +10% fire Mental save: +4 (+3 eff.) Rings can have magical properties. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
prismatic rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning / +10% light / +11% darkness A suit of armour made of leather. |
2 agate0.00 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. |
3 aquamarine0.00 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. |
5 opal0.00 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Yeti's Muscle Tissue (Behemoth)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! |
Yeti's Muscle Tissue (Patriarch)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! |
Automated Portable ExtractorPowered 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. |
Rod of Recall (1/1)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 302/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 131, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
deadly pouch of iron shots of erosion (14/14, 22.5-27 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Damage (Ranged): +5 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
pouch of iron shots (16/16, 13.5-16.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (14/14, 19-22.8 power, 2 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Shots are used with slings to pummel your foes to death. |
Stokewasp the dwarven-steel torque of thermal psionic shield [power 63] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +12% fire Changes damage: +12% temporal Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of thermal psionic shield [power 21] (20/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 21 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 ametrine0.00 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. |
citrine0.00 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. |
3 zircon0.00 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
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orcella the Orc Gunslinger level 12
46th Retaking 124th year of Ascendancy at 20:12 see stats
Level 10 (Roguelike)
Got a character to level 10.By Orcella the Orc Gunslinger level 10
25th Retaking 124th year of Ascendancy at 05:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Orcella the Orc Gunslinger level 15
32nd Revenge 124th year of Ascendancy at 11:49 see stats
Log
Dolron the shalore's Corona hits Orcella for (10 resist armour), 8 light (8 total damage).
Batdin the shalore casts Healing Light.
Batdin the shalore receives 218 healing.
Orcella calms down.
Insidious Poison from Edari the shalore hits Orcella for (2 resist armour), 0 nature (0 total damage).
Dolron the shalore's light area effect hits Orcella for (10 resist armour), 10 light (10 total damage).
Raze hits Orcella for (6 resist armour), 0 darkness (0 total damage).
Edari the shalore performs a melee critical strike against Orcella!
Orcella shrugs off the effect 'Cripple'!
Edari the shalore hits Orcella for (10 resist armour), 40 physical, (2 resist armour), 0 nature (40 total damage).
Orcella strafes with her steamguns!
Batdin the shalore casts Searing Light.
Batdin the shalore's spell attains critical power!
Orcella shrugs off the critical damage!
Batdin the shalore hits Orcella for (10 resist armour), 37 light (37 total damage).
Dolron the shalore's light area effect hits Orcella for (10 resist armour), 10 light (10 total damage).
Raze hits Orcella for (6 resist armour), 0 darkness (0 total damage).
Insidious Poison from Edari the shalore hits Orcella for (2 resist armour), 0 nature (0 total damage).
Batdin the shalore's light area effect hits Orcella for (10 resist armour), 13 light (13 total damage).
Edari the shalore hits Orcella for (10 resist armour), 13 physical, (2 resist armour), 0 nature (13 total damage).
Edari the shalore starts to bleed.
Edari the shalore is cut deeply.
Orcella hits Edari the shalore for 19 physical, 6 light, 6 darkness, 1 physical (32 total damage).
Edari the shalore hits Orcella for (10 resist armour), 0 light (0 total damage).
Deep Wound from Orcella hits Edari the shalore for 11 physical damage.
Bleeding from Orcella hits Edari the shalore for 1 physical damage.
Batdin the shalore casts Moonlight Ray.
Saving game...















































































