
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Gunslinger |
Level / Exp | 19 / 92% |
Size | medium |
Lifes / Deaths | Killed by Glorodakira the assassin at level 19 on the 1st Regrowth 123rd year of Ascendancy at 15:47 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 63 (base 47) |
Constitution | 12 (base 11) |
Magic | 20 (base 12) |
Willpower | 18 (base 10) |
Cunning | 46 (base 36) |
Resources
Life | -94/460 |
Steam | 24/100 |
Healing Factor | 1.0191526171257 |
Regeneration | 13.503772176916 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 44 |
Accuracy | 66 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 66 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Fire | +6% |
Cold | +19% |
Physical | +18% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Defense: Base
Armour (hardiness) | 14 (49.007671158813%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 24 |
Mental Save | 30 |
Defense: Resistances
Acid | + 26%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 22%( 70%) |
All | + 7%( 70%) |
Lightning | + 27%( 70%) |
Light | + 18%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 16%( 70%) |
Fire | + 16%( 70%) |
Mind | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 22% |
Disarm Resistance | 95% |
Confusion Resistance | 14% |
Knockback Resistance | 62% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 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 124% efficiency and cooldown mod of 53%. 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 56%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% 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. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.37 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +3 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% cold +6% physical Res.pen +10% physical Acc +5 (+1 eff.) ----- def ----- Armour +1 Resists +9% light Stealth +6 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego++] Master/Psionic Power 129% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 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 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Cun dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Acc +20 (+5 eff.) Apr +2 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Mind.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 5 cold Dmg.mod +9% mind +6% cold Acc +8 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Resists +5% cold Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) HP.reg +3.00 Disarm- +95% ---------- misc Stam/turn +0.80 Mana/s.crit +1.00 Max.stam +10.00 Talents +2 Iron Grip 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Die.at -60.00 life ---------- misc Max.stam +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Cun dps ---------- Acc +4 (+1 eff.) ----- def ----- Crit.chn- 15.00% ---------- misc Psi/ret +0.16 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +5 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% mind Acc +6 (+1 eff.) ----- def ----- Resists +3% lightning +9% temporal +12% mind Crit.chn- 5.00% HP.reg +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +2 Wil dps ---------- Phys.crit +1.0% Mind.pwr +5 (+2 eff.) Acc +10 (+2 eff.) Apr +1 ----- def ----- Resists +14% temporal Mind.save +6 (+3 eff.) Confus- +14% Pinning- +22% Knockbk- +22% ---------- misc Masteries +0.17 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +800% On Hit: * 10 arcane resource burn * splashes acid on your target dealing 41 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Crit.chn- 5.00% Spell.save +9 (+4 eff.) HP.reg +4.00 Teleport- +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Max.HP +34.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +5% acid +9% physical +6% fire +10% cold Melee Ret 2 darkness ----- def ----- Armour +6 Resists +20% acid +10% physical +3% light +11% cold +10% fire +7% all HP.reg +4.00 ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% lightning +9% mind Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +6% lightning +3% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Melee+ 29 light Ranged+ 31 light Dmg.mod +26% light +6% cold ----- def ----- Resists +3% blight Mind.save +12 (+6 eff.) Blind- +10% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Master/Psionic Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +9% physical Acc +10 (+2 eff.) Apr +12 Massive two-handed battleaxes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 fire While equipped: Stats +6 Con +11 Wil dps ---------- Res.pen +15% mind ----- def ----- Max.HP +14.00 ---------- misc Hate/m.crit +2.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Curse of Vulnerability 3 On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +15% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Psionic Power 108% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature On Crit.r2 +16 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str +3 Dex +5 Mag +4 Wil +3 Cun +5 Con dps ---------- Dmg.mod +15% fire Sharp, short and deadly. |
![]() 4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Range +6 Proj.spd +700% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+1 eff.) ----- def ----- Phys.save +9 (+5 eff.) Die.at -40.00 life ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +6 Mag +5 Con dps ---------- Res.pen +5% mind +5% nature ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +13 Defense +10 (+3 eff.) Fatigue +12% Resists +18% blight +16% darkness Mind.save +14 (+7 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +5 Con dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Acc +25 (+6 eff.) ----- def ----- Phys.save +6 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Con dps ---------- Dmg.mod +3% cold Res.pen +15% darkness Apr +1 ----- def ----- Resists +6% acid +6% blight Phys.save +9 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% acid +12% cold Melee Ret 4 acid 2 cold ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness 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 [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Phys.save +5 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) 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 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Acc +11 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life Disarm- +25% ---------- misc Light +3 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 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 5 mind Dmg.mod +3% arcane +5% mind ----- def ----- Armour +2 Resists +7% mind 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 T1 head armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% light Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +11% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +16% fire A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Mag dps ---------- Res.pen +10% cold +5% physical Acc +10 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +3% cold ---------- misc Stam/ret +0.80 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 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 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 56% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 175] simple healing salve [power 175]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 56% cooldown modifier. Heal 175 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% nature Apr +1 ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
Achievements
By Gunslingin' Gary the Higher Gunslinger level 10
27th Haze 122nd year of Ascendancy at 12:16 see stats
By Gunslingin' Gary the Higher Gunslinger level 10
21st Haze 122nd year of Ascendancy at 09:46 see stats
By Gunslingin' Gary the Higher Gunslinger level 7
15th Haze 122nd year of Ascendancy at 14:04 see stats
By Gunslingin' Gary the Higher Gunslinger level 7
17th Haze 122nd year of Ascendancy at 15:46 see stats
By Gunslingin' Gary the Higher Gunslinger level 18
54th Haze 122nd year of Ascendancy at 04:22 see stats
Log
Gunslingin' Gary's tinker attains critical power!
Gunslingin' Gary's Evasive Shots hits Temporal hound for 0 physical, 0 arcane, 0 acid (0 total damage).
Gunslingin' Gary's Evasive Shots hits Temporal hound for 0 physical, 0 physical (0 total damage).
Gunslingin' Gary's Evasive Shots hits Temporal hound for 0 physical, 0 physical (0 total damage).
Gunslingin' Gary's Evasive Shots hits Temporal hound for 0 physical, 0 physical (0 total damage).
Temporal hound has unraveled!
Deep Wound from Gunslingin' Gary hits Temporal hound for 0 physical damage.
Deep Wound from Gunslingin' Gary killed Temporal hound!
Glorodakira the assassin uses Dual Strike.
Gunslingin' Gary is stunned!
Melee retaliation hits Glorodakira the assassin for 2 mind, 1 darkness, 1 mind, 1 darkness (5 total damage).
Glorodakira the assassin hits Gunslingin' Gary for (21 flat reduction), 19 temporal, (21 flat reduction), 84 physical, (4 flat reduction), 0 temporal, (21 flat reduction), 114 physical (216 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Gunslingin' Gary uses Infusion: Movement.
Gunslingin' Gary is moving at extreme speed!
Gunslingin' Gary slows down.
Talent Trick Shot is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Dig is ready to use.
Talent Strafe is ready to use.
Something folds space with with Gunslingin' Gary!
Talent Explosive Shell is ready to use.
Greater Weapon Focus from Glorodakira the assassin performs a melee critical strike against Gunslingin' Gary!
Greater Weapon Focus from Glorodakira the assassin hits Gunslingin' Gary for (21 flat reduction), 21 temporal, (21 flat reduction), 89 physical (110 total damage).
Something hits Gunslingin' Gary for (21 flat reduction), 61 physical, (21 flat reduction), 2 temporal, (21 flat reduction), 41 physical, (4 flat reduction), 0 temporal (104 total damage).
Gunslingin' Gary the level 19 higher gunslinger was squished to death by Glorodakira the assassin on level 1 of Unknown tunnels.