















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 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:
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 Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 38 / 59% |
Size | big |
Lifes / Deaths | Killed by Emelibretha the sewer alligator at level 14 on the 10th Revenge 124th year of Ascendancy at 12:34 0 / 9Killed by Xeraletha the corrupted acidic digestor at level 27 on the 36th Revenge 124th year of Ascendancy at 15:26 Killed by Green Boi at level 30 on the 18th Pain 124th year of Ascendancy at 13:39 Killed by Green Boi at level 31 on the 28th Pain 124th year of Ascendancy at 13:39 Killed by Green Boi's temporal clone at level 36 on the 10th Dearth 124th year of Ascendancy at 21:29 Killed by Maltoth the Mad at level 36 on the 12nd Dearth 124th year of Ascendancy at 15:23 Killed by High Sun Paladin Aeryn at level 38 on the 7th Loss 124th year of Ascendancy at 18:10 Killed by High Sun Paladin Aeryn at level 38 on the 7th Loss 124th year of Ascendancy at 21:54 Killed by Green Boi at level 38 on the 8th Loss 124th year of Ascendancy at 00:44 |
Primary Stats
Strength | 48 (base 23) |
Dexterity | 83 (base 60) |
Constitution | 45 (base 20) |
Magic | 9 (base 10) |
Willpower | 19 (base 10) |
Cunning | 77 (base 60) |
Resources
Life | -465/1054 |
Steam | 93/100 |
Healing Factor | 1.4501860465116 |
Regeneration | 21.8253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 10 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 88 |
Accuracy | 61 |
Crit Chance | 36% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 61 |
Crit Chance | 36% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +3% |
Blight | +9% |
Fire | +13% |
Mind | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 19.335093952971 (48.103448275862%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 22 |
Physical Save | 43 |
Spell Save | 23 |
Mental Save | 42 |
Defense: Resistances
Physical | + 40%( 70%) |
Cold | + 21%( 70%) |
All | + 4%( 70%) |
Darkness | + 10%( 70%) |
Light | + 23%( 70%) |
Temporal | + 17%( 70%) |
Arcane | + 9%( 70%) |
Fire | + 67%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Bleed Resistance | 70% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Poison Resistance | 70% |
Blind Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. |
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 142% efficiency and cooldown mod of 85%. 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 155% efficiency and cooldown mod of 71%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 442 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Agile Gunner |
talent | Automated Cloak Tessellation |
beneficial effect | Reduces physical damage received by 31% and provides a 17% chance to ignore critical hits. Juggernaut |
detrimental effect | The target has a 20% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +3 Cun +8 Lck dps ---------- Dmg.mod +12% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Mind.save +18 (+6 eff.) Stealth +8 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Rare] Arcane Power 62.0 - 74.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +8 Crit +9.0% Capacity 23 Proj.spd +200% Ranged+ +20 physical +17 cold On Hit: * 40% chance to corrode armour by 30% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +41.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +9% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% ---------- misc Hate/m.crit +5.00 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Telepathy Demon/Major Humanoid/Orc Demon/Minor A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T5 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- Melee+ 11 temporal Ranged+ 11 temporal Dmg.mod +3% temporal ----- def ----- Armour +3 Resists +14% temporal Phys.save +14 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +30% ---------- misc Talents +1 Sand Shredder Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+4 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 3 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 99% 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +52.00 HP.reg +0.50 Heal.mod +14% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Resists +6% light +18% cold +12% nature +19% fire +5% arcane +6% darkness Phys.save +6 (+2 eff.) Max.HP +30.00 HP.reg +1.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 fire On Hit.r1 +6 physical On Crit.r2 +4 physical Uses 2.0 Steam While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +13% fire ----- def ----- Resists +3% physical ---------- misc Max.stam +15.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 234 damage and damages attackers striking the wearer for 33 fire damage while it lasts (based on Cunning). Uses 24 power out of 13/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Percussive Bullets -3 Overheat Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +6 Wil +5 Cun dps ---------- Mind.crit +6% Dmg.mod +9% blight On Hit (Melee): * 10% chance to disease * 30% chance to inflict 15% damage reduction ----- def ----- Defense +9 (+4 eff.) Resists +14% light +19% fire Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Stealth +11 Die.at -50.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor [Ego+] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +17% fire Max.HP +50.00 HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun dps ---------- Crit.mult +17.00% Dmg.mod +3% darkness Res.pen +5% darkness Acc +8 (+2 eff.) Apr +18 On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% ----- def ----- Resists +26% lightning +9% nature Stun/Frz- +34% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Lck dps ---------- Melee+ 6 light 5 darkness Dmg.mod +6% light +7% darkness Acc +7 (+2 eff.) On Melee Ret: * 7% chance to blind * 7% chance to inflict 15% damage reduction ----- def ----- Defense +7 (+3 eff.) Unseen.red 11% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +2.40 Stun/Frz- +25% Rings can have magical properties. |
![]() 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 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +5% arcane Spell.save +8 (+4 eff.) Die.at -40.00 life Blind- +25% Silence- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Mag +7 Wil +4 Cun dps ---------- Mind.crit +6% Dmg.mod +6% acid +3% temporal Res.pen +20% acid +5% temporal On Melee Ret: * 31% chance to inflict 15% damage reduction * 26% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal Phys.save +10 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life ---------- misc Max.mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +15% lightning +15% mind ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 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 (-9 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 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. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +20.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
![]() 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+11 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+11 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 225] powerful healing salve [power 225]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 225 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T4 shot ammo [Random Unique] Nature/Master/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +5 Apr +5 Crit +5.5% Capacity 20 Ranged+ +8 darkness +12 blight +9 mind +16 cold On Hit.r1 +4 acid On Crit.r2 +9 cold On Hit: * 20% chance to corrode armour by 30% * 40% chance to cause random gloom * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +14 temporal +13 nature On Hit.r1 +8 nature On Crit.r2 +28 nature On Hit: * Slows global speed by 40% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Green Boi the Orc Gunslinger level 10
41st Retaking 124th year of Ascendancy at 07:20 see stats
By Green Boi the Orc Gunslinger level 31
27th Pain 124th year of Ascendancy at 09:40 see stats
By Green Boi the Orc Gunslinger level 12
1st Revenge 124th year of Ascendancy at 02:23 see stats
By Green Boi the Orc Gunslinger level 28
7th Pain 124th year of Ascendancy at 04:52 see stats
By Green Boi the Orc Gunslinger level 10
37th Retaking 124th year of Ascendancy at 20:54 see stats
By Green Boi the Orc Gunslinger level 20
25th Revenge 124th year of Ascendancy at 22:23 see stats
By Green Boi the Orc Gunslinger level 30
17th Pain 124th year of Ascendancy at 03:14 see stats
By Green Boi the Orc Gunslinger level 36
11st Dearth 124th year of Ascendancy at 10:08 see stats
By Green Boi the Orc Gunslinger level 38
37th Dearth 124th year of Ascendancy at 09:27 see stats
By Green Boi the Orc Gunslinger level 30
17th Pain 124th year of Ascendancy at 03:37 see stats
By Green Boi the Orc Gunslinger level 25
32nd Revenge 124th year of Ascendancy at 13:35 see stats
By Green Boi the Orc Gunslinger level 26
36th Revenge 124th year of Ascendancy at 14:40 see stats
By Green Boi the Orc Gunslinger level 38
36th Dearth 124th year of Ascendancy at 14:50 see stats
By Green Boi the Orc Gunslinger level 33
31st Pain 124th year of Ascendancy at 07:24 see stats
By Green Boi the Orc Gunslinger level 20
25th Revenge 124th year of Ascendancy at 23:03 see stats
By Green Boi the Orc Gunslinger level 25
32nd Revenge 124th year of Ascendancy at 08:54 see stats
By Green Boi the Orc Gunslinger level 17
12nd Revenge 124th year of Ascendancy at 01:50 see stats
By Green Boi the Orc Gunslinger level 38
7th Loss 124th year of Ascendancy at 21:54 see stats
Log
Green Boi hits Mayybreba the sunwall guard for 15 fire damage.
Mayybreba the sunwall guard hits Green Boi for (27 resist armour), (0 absorbed), 57 physical (57 total damage).
Your shield crumbles under the damage!
Dark Whispers from Ce'Norin the astral conjurer hits Green Boi for (27 resist armour), (0 absorbed), 13 darkness (13 total damage).
Mayybreba the sunwall guard spits acid!
Your shield crumbles under the damage!
Mayybreba the sunwall guard hits Green Boi for (27 resist armour), (0 absorbed), 150 acid (150 total damage).
Your shield crumbles under the damage!
Dark Whispers from Ce'Norin the astral conjurer hits Green Boi for (27 resist armour), (0 absorbed), 18 darkness (18 total damage).
Your shield crumbles under the damage!
The shield around Green Boi crumbles.
Dark Whispers from Ce'Norin the astral conjurer hits Green Boi for (27 resist armour), (0 absorbed), 19 darkness (19 total damage).
Green Boi's whispers fade.
Green Boi regains their strength.
Green Boi is not stunned anymore.
Talent Strafe is ready to use.
Talent Double Shots is ready to use.
Talent Implant: Steam Generator is ready to use.
Mayybreba the sunwall guard spits acid!
Mayybreba the sunwall guard hits Green Boi for (27 resist armour), 150 acid (150 total damage).
Green Boi uses Vital Shot.
Mayybreba the sunwall guard casts Tentacled Wings.
Green Boi's Vital Shot performs a ranged critical strike against Green Boi!
Green Boi shrugs off the critical damage!
Saving game...