

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Female |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 37 / 47% |
Size | medium |
Lifes / Deaths | Killed by Poltergeist Lighttaint at level 17 on the 28th Retaking 124th year of Ascendancy at 20:29 0 / 8Killed by Poltergeist Lighttaint at level 17 on the 28th Retaking 124th year of Ascendancy at 21:19 Killed by Yvogatira the ritch centipede at level 21 on the 44th Retaking 124th year of Ascendancy at 16:07 Killed by war hound at level 24 on the 46th Retaking 124th year of Ascendancy at 19:21 Killed by Emulekira the red crystal at level 34 on the 22nd Revenge 124th year of Ascendancy at 13:34 Killed by High Sun Paladin Aeryn at level 36 on the 31st Revenge 124th year of Ascendancy at 17:19 Killed by Polayawyn the blade horror at level 36 on the 37th Revenge 124th year of Ascendancy at 21:00 Killed by orc high cryomancer at level 37 on the 38th Revenge 124th year of Ascendancy at 14:29 |
Primary Stats
Strength | 59 (base 26) |
Dexterity | 77 (base 60) |
Constitution | 32 (base 11) |
Magic | 27 (base 10) |
Willpower | 23 (base 10) |
Cunning | 70 (base 60) |
Resources
Life | -55/961 |
Steam | 61/100 |
Healing Factor | 1.2724420161895 |
Regeneration | 3.2447271412832 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +5.1514348342607E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 7 |
See Stealth | 27 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 65 |
Crit Chance | 40% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 65 |
Crit Chance | 40% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Lightning | +4% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Defense: Base
Armour (hardiness) | 28 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 1.9238052216851 |
Physical Save | 28 |
Spell Save | 24 |
Mental Save | 29 |
Defense: Resistances
Acid | + 9%( 70%) |
Light | + 10%( 70%) |
Lightning | + 49%( 70%) |
Cold | + 11%( 70%) |
Physical | + 6%( 70%) |
Fire | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
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 8.7 steam per turn. Can be activated for an instant burst of 44 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 2/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 3/5 |
| 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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
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'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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +5 offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +14 (+3 eff.) Damage +15% fire Ignore Armor +8 defense ------ Armor +4 Fatigue +3% other ------- Max stamina +30.00 Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +31 blight +9 item blight disease +20 mind, +25 physical On-crit, radius 2 +8 mind On Hit: 20% Epidemic level 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to knock the target back 3 spaces and deal 128 physical damage While equipped: other ------- Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+1 eff.) defense ------ Mind save +7 (+4 eff.) other ------- Light +4 See Stealth +12 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +6 offense ------ Critical power +20.00% Ignore resists +15% physical Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% light other ------- Light +3 Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Skullcracker: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 267.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +6 (+1 eff.) On-Hit 5 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning other ------- Talents +3 Fatal Attractor 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 | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats Con +3 offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 138% 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! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 138% 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! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Overgrowth level 3 On Hit: * splashes acid on your target dealing 66 damage and reducing their armor Uses 2.0 Steam While equipped: Stats Con +8, Wil +9 defense ------ Life +40.00 Life Regen +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats Cun +4, Dex +4 offense ------ Physical Crit +8.0% Mind Crit +8% defense ------ Life Regen +1.40 Healmod +10% A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: * splashes acid on your target dealing 65 damage and reducing their armor Uses 2.0 Steam While equipped: Stats Str +6, Dex +5, Mag +8, Wil +3 Cun +5, Con +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats Str +5, Con +2 offense ------ Physical Power +20 (+5 eff.) Damage +12% mind defense ------ Defense +2 (+0 eff.) Resistance +5% acid, +2% physical +7% cold, +6% fire +31% lightning Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats Str +4, Dex +4 offense ------ When Hit 40 physical defense ------ Armor +20 Defense +9 (+3 eff.) Fatigue +8% Physical save +6 (+3 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats Mag +5 offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +8% temporal, +8% light +8% physical, +30% nature +8% darkness Ignore resists +25% arcane, +25% nature When Hit 10 arcane defense ------ Resistance +9% nature, +15% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +4 defense ------ Mind save +8 (+4 eff.) Silence Resist +25% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Psionic While equipped: offense ------ Damage +10% mind defense ------ Resistance +5% blight, +5% nature +10% mind Poison Resist +10% Disease Resist +11% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Con +18, Wil +11 offense ------ Spell Crit +2% Damage +21% blight defense ------ Life +69.00 other ------- Vim-on-crit +2.00 Light +3 Infravision +3 See Invisibility +12 Sharp, short and deadly. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Arcane Weapon Damage 170% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +12 acid, +34 cold While equipped: Stats Mag +7 offense ------ Damage +12% acid On-Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce armor by 23% defense ------ Resistance +12% temporal Healmod +5% Disarm Resist +20% Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Psionic Weapon Damage 153% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +12 lightning, +12 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +43% Ignore resists +10% lightning, +19% cold Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Master Weapon Damage 163% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Dex +7, Mag +3, Cun +3 offense ------ Damage +12% lightning, +18% acid Ignore resists +25% acid defense ------ Crit Resistance 15.00% Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Master Weapon Damage 160% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage +9% light defense ------ Armor +8 Resistance +4% physical, +9% mind +18% nature Physical save +9 (+5 eff.) Unlife -60.00 life Life Regen +4.00 Blunt and deadly. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +29 (+15 eff.) Damage +25% physical, +25% temporal +25% darkness, +25% light other ------- Mana/turn +0.33 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Con +3 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 18 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +4.0% Accuracy +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +4 offense ------ Damage +7% physical Accuracy +14 (+3 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +4 (+1 eff.) Damage +12% mind When Hit 10 mind On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Resistance +24% lightning A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +6% mind defense ------ Resistance +15% acid, +2% physical Life +36.00 Silence Resist +20% other ------- EQ when Hit +0.08 A belt that goes around your waist. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Con +4 offense ------ Physical Power +15 (+3 eff.) Mindpower +20 (+9 eff.) Ignore resists +10% physical defense ------ Armor +4 Fatigue -3% Physical save +10 (+5 eff.) other ------- Encumbrance +24 Hate-on-crit +3.00 Max hate +6.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats Dex +4 offense ------ Critical power +20.00% On-Hit 15 nature Damage +10% nature Accuracy +20 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% nature Spell save +15 (+8 eff.) Disease Resist +20% Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats Dex +5 offense ------ On-Hit 13 light Damage +6% light Accuracy +23 (+6 eff.) defense ------ Armor +3 Resistance +11% light 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. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats Mag +4 offense ------ Spell Crit +7% Spellpower +13 (+7 eff.) Damage +6% arcane defense ------ Armor +3 other ------- Mana/turn +0.20 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. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-6 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold, +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +8, Con +4 offense ------ Ignore Armor +6 defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +3% other ------- Stamina/turn +1.00 Skullcracker: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 267.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +4, Dex +5, Cun +3, Con +3 offense ------ Physical Power +10 (+2 eff.) Accuracy +5 (+1 eff.) When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Armor +13 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Dex +2 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Arcane/Master While equipped: Stats Cun +3, Dex +4 offense ------ On-Hit 5 darkness On-Ranged-Hit 5 darkness defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +6% Resistance +12% darkness, +13% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +14% Out-of-Phase Resilience +11% Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats Wil +7 offense ------ Spell Crit +2% Ignore Shields +30% defense ------ Armor +13 Fatigue +22% Resistance +25% lightning, +20% darkness other ------- Mana-on-crit +2.00 Max vim +50.00 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Wil +4 offense ------ Mindpower +30 (+12 eff.) Ignore resists +25% mind defense ------ Armor +6 Fatigue +8% Resistance +15% physical Windwall +70 Mind save +9 (+5 eff.) Slow Projectiles +22% other ------- Max hate +4.00 Max psi +50.00 Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats Str +2 offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 69 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Con +1 defense ------ Life +41.00 other ------- Light +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. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 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. |
potent healing salve [power 189] potent healing salve [power 189]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 189 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 202] powerful pain suppressor salve [power 202]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -202 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 144 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 156% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +19.5% Capacity 24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zubysevena the Whitehoof Gunslinger level 7
12nd Retaking 124th year of Ascendancy at 03:40 see stats
By Zubysevena the Whitehoof Gunslinger level 12
21st Retaking 124th year of Ascendancy at 18:20 see stats
By Zubysevena the Whitehoof Gunslinger level 28
6th Revenge 124th year of Ascendancy at 11:23 see stats
By Zubysevena the Whitehoof Gunslinger level 10
18th Retaking 124th year of Ascendancy at 09:14 see stats
By Zubysevena the Whitehoof Gunslinger level 20
43rd Retaking 124th year of Ascendancy at 10:07 see stats
By Zubysevena the Whitehoof Gunslinger level 30
10th Revenge 124th year of Ascendancy at 22:00 see stats
By Zubysevena the Whitehoof Gunslinger level 34
15th Revenge 124th year of Ascendancy at 09:08 see stats
By Zubysevena the Whitehoof Gunslinger level 27
5th Revenge 124th year of Ascendancy at 08:03 see stats
By Zubysevena the Whitehoof Gunslinger level 22
45th Retaking 124th year of Ascendancy at 17:01 see stats
By Zubysevena the Whitehoof Gunslinger level 17
29th Retaking 124th year of Ascendancy at 16:54 see stats
Log
Zubysevena uses Saw Shell.
Talent Implant: Medical Injector is ready to use.
Belylessra the icy orc wyrmic starts to bleed.
Belylessra the icy orc wyrmic shrugs off the effect 'Corrode'!
Belylessra the icy orc wyrmic is afflicted by a crippling illness!
Belylessra the icy orc wyrmic is corroded.
Zubysevena's Saw Shell hits Belylessra the icy orc wyrmic for 483 physical, 31 blight, 20 mind, 24 physical, 56 acid (613 total damage).
Zubysevena's Saw Shell hits Belylessra the icy orc wyrmic for 461 physical, 31 blight, 20 mind, 24 physical, 56 acid (592 total damage).
Belylessra the icy orc wyrmic uses Venomous Strike.
Bleeding from Zubysevena hits Belylessra the icy orc wyrmic for 94 physical damage.
Zubysevena shoots!
Zubysevena slows down.
Zubysevena resists the vile poison!
Belylessra the icy orc wyrmic's Venomous Strike hits Zubysevena for (33 flat reduction), 411 nature (411 total damage).
Zubysevena's Shoot performs a ranged critical strike against Belylessra the icy orc wyrmic!
You collect a new ingredient: orc heart (1).
Zubysevena's Shoot hits Belylessra the icy orc wyrmic for 273 physical damage.
Zubysevena's Shoot killed Belylessra the icy orc wyrmic!
Zubysevena shoots!
Orc high cryomancer uses Orcish Fury.
Orc high cryomancer enters a state of bloodlust.
Orc high cryomancer casts Rune: Biting Gale.
Orc high cryomancer hits Zubysevena for (33 flat reduction), 236 cold (236 total damage).
Orc high cryomancer casts Freeze.
Orc high cryomancer roars triumphantly.
Orc high cryomancer hits Zubysevena for (33 flat reduction), 375 cold (375 total damage).
Zubysevena the level 37 whitehoof gunslinger was chilled to death by an orc high cryomancer on level 2 of Aerarerath.
Zubysevena deactivates her cloak's restoration systems.