














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Better Item Description 1.5.10This 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! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 33 / 84% |
Size | medium |
Lifes / Deaths | Killed by sunwall archer at level 10 on the 24th Retaking 124th year of Ascendancy at 08:58 / 18Killed by anorithil at level 11 on the 24th Retaking 124th year of Ascendancy at 10:04 Killed by temporal stalker at level 14 on the 38th Retaking 124th year of Ascendancy at 19:28 Killed by Orkello the human at level 17 on the 45th Retaking 124th year of Ascendancy at 10:45 Killed by ritch hunter at level 17 on the 37th Revenge 124th year of Ascendancy at 23:46 Killed by Emenor the ritch hive mother at level 18 on the 39th Revenge 124th year of Ascendancy at 13:19 Killed by Xetha the ritch larva at level 21 on the 41st Revenge 124th year of Ascendancy at 07:46 Killed by Xetha the ritch larva at level 21 on the 41st Revenge 124th year of Ascendancy at 07:55 Killed by greater multi-hued wyrm at level 24 on the 16th Pain 124th year of Ascendancy at 08:56 Killed by Elhrinas the shalore at level 27 on the 32nd Pain 124th year of Ascendancy at 23:06 Killed by astral conjurer at level 27 on the 41st Pain 124th year of Ascendancy at 23:21 Killed by Imdoriaosi the shalore at level 28 on the 49th Pain 124th year of Ascendancy at 19:31 Killed by Imrinaspsi the shalore at level 28 on the 3rd Dearth 124th year of Ascendancy at 16:14 Killed by Isligawe the ogre guard at level 30 on the 4th Dearth 124th year of Ascendancy at 03:37 Killed by orc blood mage (subdued) at level 30 on the 4th Dearth 124th year of Ascendancy at 04:50 Killed by orc cryomancer (subdued) at level 30 on the 4th Dearth 124th year of Ascendancy at 19:00 Killed by High Sun Paladin Aeryn at level 31 on the 10th Dearth 124th year of Ascendancy at 14:30 Killed by sunwall vindicator at level 33 on the 14th Dearth 124th year of Ascendancy at 12:51 |
Primary Stats
Strength | 32 (base 25) |
Dexterity | 60 (base 48) |
Constitution | 46 (base 28) |
Magic | 24 (base 10) |
Willpower | 11 (base 10) |
Cunning | 50 (base 41) |
Resources
Life | 958/958 |
Psi | 101/101 |
Steam | 100/100 |
Healing Factor | 1.25 |
Regeneration | 1.5625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 12 |
Offense: Mainhand
Damage | 61 |
Accuracy | 64 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 64 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Lightning | +12% |
Light | +16% |
Mind | +10% |
Cold | +12% |
Arcane | +12% |
Fire | +22% |
Nature | +10% |
Offense: Damage Penetration
Darkness | +25% |
Defense: Base
Armour (hardiness) | 34 (68.536585365854%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 26 |
Mental Save | 38 |
Defense: Resistances
Darkness | -6%( 70%) |
Light | -13%( 70%) |
Nature | + 15%( 70%) |
Cold | + 9%( 70%) |
Fire | -14%( 70%) |
Mind | -14%( 70%) |
All | -22%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower 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 124% efficiency and cooldown mod of 57%. 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 127% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Automated Cloak Tessellation |
detrimental effect | The target is in despair, reducing all damage reduction by 26%. Despair |
beneficial effect | Provides a frost aura, giving you +15% cold, nature and darkness affinity. Frost Salve |
beneficial effect | You have 1 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | 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 | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Armour +4 Fatigue -3% Crit.dmg- 10.00% Phys.save +10 (+3 eff.) ---------- misc Max.enc +34 Infravis +3 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 T4 shot ammo [Random Unique] Arcane/Master Power 174% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +8 arcane +9 cold On Hit.r1 +8 arcane Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% fire Crit.dmg- 15.00% Mind.save +20 (+7 eff.) Die.at -80.00 life Max.HP +42.00 Blind- +25% Poison- +10% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +9 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Die.at -60.00 life HP.reg +1.00 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T3 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +6 Mind.save +8 (+3 eff.) Max.HP +42.00 ---------- misc Talents +1 Sand Shredder Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Resists +7% darkness Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 38 light Ranged+ 35 light Res.pen +25% darkness On Hit (Melee): * 21% chance to blind On Hit (Ranged): * 24% chance to blind ----- def ----- Resists +6% mind Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +30% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 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 | ![]() 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 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 | ![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +5 Cun +6 Lck ----- def ----- Resists +7% light +6% darkness Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 22 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
Cloak | ![]() 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 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% fire +15% cold Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+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. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +8 (+2 eff.) Rings can have magical properties. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +35% Massive two-handed mauls. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 17% chance to daze at end of turn * 25% chance to put talents on cooldown While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +9% lightning Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic This natural frost should be returned to the wyrm. Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +19.00% Mind.pwr +10 (+5 eff.) Dmg.mod +10% cold Res.pen +16% cold Melee Ret 5 ice ----- def ----- Armour +7 Resists +14% cold Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +25% temporal ----- def ----- HP.reg +1.00 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 dazing lightning On Hit.r1 +4 temporal Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Dmg.mod +12% physical Res.pen +8% lightning +10% temporal +20% physical Acc +2 (+0 eff.) Apr +4 ----- def ----- Phys.save +3 (+1 eff.) Max.HP +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +10 dazing lightning Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +1 Mag +4 Wil +5 Cun +1 Con dps ---------- Res.pen +8% lightning +15% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +16 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 3.0 T3 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 Attackspeed is 100% for non-Brawlers! These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Melee+ 9 arcane ----- def ----- Armour +2 Resists +4% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-8 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +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 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% darkness Res.pen +25% acid +20% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +20% darkness Max.HP +49.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +8% Resists +11% fire +15% physical Max.HP +53.00 HP.reg +1.80 Heal.mod +18% A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 74% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 No medical injector available, values are indicative only. 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 143] simple healing salve [power 143]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 153% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +4 blight +10 cold +24 nature +12 arcane On Hit.r1 +12 nature On Hit: * Slows global speed by 40% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 58 and armour hardiness by 50% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nobull the Whitehoof Gunslinger level 12
30th Retaking 124th year of Ascendancy at 13:34 see stats
By Nobull the Whitehoof Gunslinger level 11
24th Retaking 124th year of Ascendancy at 23:00 see stats
By Nobull the Whitehoof Gunslinger level 27
41st Pain 124th year of Ascendancy at 03:25 see stats
By Nobull the Whitehoof Gunslinger level 10
19th Retaking 124th year of Ascendancy at 23:18 see stats
By Nobull the Whitehoof Gunslinger level 20
40th Revenge 124th year of Ascendancy at 23:23 see stats
By Nobull the Whitehoof Gunslinger level 30
4th Dearth 124th year of Ascendancy at 01:16 see stats
By Nobull the Whitehoof Gunslinger level 31
6th Dearth 124th year of Ascendancy at 01:30 see stats
By Nobull the Whitehoof Gunslinger level 27
41st Pain 124th year of Ascendancy at 23:18 see stats
By Nobull the Whitehoof Gunslinger level 15
41st Retaking 124th year of Ascendancy at 11:53 see stats
Log
Nobull's Shoot hits Shadow for 2 fire, 2 cold, 2 lightning, 2 arcane (9 total damage).
Nobull's Shoot hits Shadow for 2 fire, 2 cold, 2 lightning, 2 arcane (9 total damage).
Nobull's Shoot hits Xuba the sun paladin recruit for 19 fire, 16 cold, 13 lightning, 19 arcane, 9 fire, 8 cold, 6 lightning, 9 arcane, 10 fire, 8 cold, 7 lightning, 10 arcane, 3 fire, 2 cold, 2 lightning, 3 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (159 total damage).
Nobull's Shoot hits Shadow for 2 fire, 2 cold, 2 lightning, 2 arcane (9 total damage).
Shadow casts Blindside.
Shadow slows down.
Shadow casts Blindside.
Shadow misses Nobull.
Nobull hits Shadow for 2 fire, 2 cold, 2 lightning, 2 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (35 total damage).
Shadow hits Nobull for (24 resist armour), 0 physical (0 total damage).
Burning from Nobull hits Xuba the sun paladin recruit for 6 fire, 5 cold, 4 lightning, 6 arcane (22 total damage).
Nobull shoots!
Xuba the sun paladin recruit activates his thorny mindstar!
Nobull's Shoot performs a ranged critical strike against Xuba the sun paladin recruit!
Nobull's Shoot hits Shadow for 2 fire, 2 cold, 2 lightning, 2 arcane (9 total damage).
Nobull's Shoot hits Xuba the sun paladin recruit for 54 fire, 45 cold, 36 lightning, 54 arcane, 4 fire, 4 cold, 3 lightning, 4 arcane, 10 fire, 8 cold, 7 lightning, 10 arcane, 3 fire, 2 cold, 2 lightning, 3 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane (263 total damage).
Nobull's Shoot hits Xuba the sun paladin recruit for 20 fire damage.
Nobull's Shoot killed Xuba the sun paladin recruit!
Nobull receives 222 healing.
Nobull uses a frost salve.
Saving game...
Saving done.
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Nobull is no longer in despair
Nobull tessellates his cloak!
Nobull is not affected anymore by the salve.