












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 23 / 89% |
Size | medium |
Lifes / Deaths | Killed by Salyta the sewer alligator at level 16 on the 6th Revenge 124th year of Ascendancy at 09:27 0 / 6Killed by Beliwyn the sewer alligator at level 17 on the 7th Revenge 124th year of Ascendancy at 08:22 Killed by orc necromancer at level 21 on the 29th Revenge 124th year of Ascendancy at 17:19 Killed by skeleton magus at level 21 on the 29th Revenge 124th year of Ascendancy at 17:59 Killed by Salitta the ritch larva at level 22 on the 30th Revenge 124th year of Ascendancy at 08:11 Killed by ritch flamespitter at level 23 on the 30th Revenge 124th year of Ascendancy at 19:30 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 57 (base 53) |
Constitution | 20 (base 12) |
Magic | 12 (base 10) |
Willpower | 11 (base 10) |
Cunning | 48 (base 43) |
Resources
Life | -131/526 |
Steam | 5/100 |
Healing Factor | 1.3870588855781 |
Regeneration | 5.8950002637068 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 14 |
See Stealth | 76.455399245571 |
See Invisible | 76.455399245571 |
Offense: Mainhand
Damage | 48 |
Accuracy | 49 |
Crit Chance | 25% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 49 |
Crit Chance | 25% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 31.335093952971 (72.857809501309%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 17 |
Physical Save | 39 |
Spell Save | 8 |
Mental Save | 20 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 10%( 70%) |
Physical | + 1%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 23%( 70%) |
Darkness | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Teleport Resistance | 100% |
Pinning Resistance | 10% |
Knockback Resistance | 10% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Cunning 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 114% efficiency and cooldown mod of 52%. Its effects scale with your Cunning 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 117% efficiency and cooldown mod of 94%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Resistance +11% lightning +7% temporal Physical save +6 (+2 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 147% Range: 1.0x-1.2x Uses 10% Wil, 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: other ------- Talents +2 Magnetic Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +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. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +16.00 Talents +1 Sand Shredder Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Mag offense ------ Spell Crit +6% When Hit 2 temporal defense ------ Fatigue -4% Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +22.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +1 Str +3 Dex offense ------ Physical Power +10 (+3 eff.) Spellpower +11 (+5 eff.) Mindpower +5 (+2 eff.) Damage +5% all Accuracy +15 (+5 eff.) Ignore Armor +12 defense ------ Armor +4 Defense +10 (+3 eff.) Physical save +3 (+1 eff.) other ------- Max stamina +30.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 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 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.13 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +8.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mindpower +7 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Defense +5 (+1 eff.) Resistance +10% cold +13% fire +1% physical Physical save +10 (+4 eff.) Life +54.00 Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +28 Critical Rate +8.0% Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +12% lightning +15% cold Physical save +10 (+4 eff.) Stun Resist +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +6 Hardiness +20% Defense +2 (+0 eff.) Fatigue +16% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 81%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 15 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +3 Dex +3 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 20 defense ------ Resistance +9% nature +6% cold other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 140% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +10 (+3 eff.) Accuracy +12 (+4 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +32% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Psionic Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 38 acid damage (1/turn) While equipped: offense ------ Damage +5% acid Ignore resists +8% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Psionic Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 darkness Damage Against +9% Living Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 128% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +5 (+1 eff.) Ignore Armor +8 Sharp, short and deadly. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-Hit, radius 1 +4 fire On Hit: * 20 arcane resource burn While equipped: Stats +5 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Resistance +9% blight +15% fire Spell save +6 (+6 eff.) other ------- Light +3 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind +20 arcane On Critical: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +3 Con offense ------ Physical Power +8 (+3 eff.) Ignore resists +15% physical Accuracy +11 (+3 eff.) Ignore Armor +10 When Hit 6 mind defense ------ Disarm Resist +20% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +19 acid +24 nature While equipped: Stats +1 Str offense ------ Ignore resists +17% acid +10% nature Accuracy +5 (+1 eff.) Ignore Armor +7 defense ------ Resistance +9% blight +12% temporal other ------- Stamina/turn +2.00 Psi when Hit +0.12 Sharp, long, and deadly. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam Flare: Effective talent level: 3.0 Power cost 18 out of 20/20. Range 8 Cooldown: 7 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 21 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. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Rare] Nature/Steamtech Weapon Damage 122% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +20 cold Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +6 (+2 eff.) Fatigue +8% Resistance +10% blight +13% nature +3% darkness Mind save +12 (+6 eff.) Stun Resist +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 107% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +26 On Hit: * 20% chance to reduce damage dealt by 17% Uses 1.0 Steam While equipped: Stats +6 Dex offense ------ Ignore resists +15% physical +7% all Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% light defense ------ Armor +11 Defense +26 (+8 eff.) Resistance +12% cold +3% temporal +3% darkness +3% nature Physical save +12 (+4 eff.) Mind save +6 (+3 eff.) Stealth +7 Life +87.00 other ------- Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +4 (+1 eff.) defense ------ Defense +8 (+2 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +1% Critical power +5.00% defense ------ Resistance +9% nature +12% darkness Life +43.00 Life Regen +4.00 other ------- Psi when Hit +0.04 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +7% fire +7% cold Life +39.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% lightning +15% acid Ignore resists +20% lightning When Hit 6 fire defense ------ Armor +3 Resistance +12% acid +8% fire +10% cold A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 9 arcane 7 light Damage +5% arcane +4% light defense ------ Armor +2 Fatigue +3% Resistance +5% arcane +7% light Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On Hit: 20% Searing Light level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +4 Str +2 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82.0 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life Regen +4.10 other ------- Stamina/turn +1.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% physical Physical save +12 (+4 eff.) A suit of armour made of leather. |
![]() 12.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 22 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+3 eff.) defense ------ Armor +10 Defense +4 (+1 eff.) Fatigue +22% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 11 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 127% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 39 On-ranged-hit +11 nature While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str defense ------ Life +27.00 other ------- Max stamina +23.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 15] potent fiery salve [power 15]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 52% cooldown modifier. Remove 1 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 15] potent frost salve [power 15]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 243] powerful healing salve [power 243]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 52% cooldown modifier. Heal 243 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 126% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +10 fire On-crit, radius 2 +7 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Psionic Weapon Damage 123% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 14 On-ranged-hit +10 physical On-Hit, radius 1 +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 153% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +13.5% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Embers of Dakka the Orc Gunslinger level 19
9th Revenge 124th year of Ascendancy at 00:45 see stats
By Embers of Dakka the Orc Gunslinger level 14
48th Retaking 124th year of Ascendancy at 08:30 see stats
By Embers of Dakka the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 12:16 see stats
By Embers of Dakka the Orc Gunslinger level 20
9th Revenge 124th year of Ascendancy at 06:23 see stats
By Embers of Dakka the Orc Gunslinger level 17
7th Revenge 124th year of Ascendancy at 08:22 see stats
By Embers of Dakka the Orc Gunslinger level 18
8th Revenge 124th year of Ascendancy at 15:28 see stats
Log
Salirianne the ritch larva speeds up.
Salirianne the ritch larva's Beyond the Flesh misses Embers of Dakka.
Getira the ritch larva performs a diseased attack against Embers of Dakka.
Melee retaliation hits Getira the ritch larva for 2 temporal damage.
Getira the ritch larva hits Embers of Dakka for (22 flat reduction), 137 physical (137 total damage).
Embers of Dakka uses Startling Shot.
Embers of Dakka misses his shot.
Embers of Dakka is less vulnerable to physical.
Embers of Dakka is less vulnerable to fire.
Rotting Disease from Getira the ritch larva hits Embers of Dakka for (22 flat reduction), 6 blight (6 total damage).
Salirianne the ritch larva summons a Ritch Flamespitter!
Embers of Dakka becomes more vulnerable to fire.
Getira the ritch larva uses Slash.
Embers of Dakka has a cursed wound!
Melee retaliation hits Getira the ritch larva for 2 temporal damage.
Getira the ritch larva hits Embers of Dakka for (22 flat reduction), 267 physical (267 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Embers of Dakka uses Ceasefire.
Talent Implant: Medical Injector is ready to use.
You collect a new ingredient: ritch stinger (1).
Embers of Dakka roars triumphantly.
Ritch flamespitter spits flames!
Ritch flamespitter hits Embers of Dakka for (22 flat reduction), 64 fire (64 total damage).
Embers of Dakka's Ceasefire hits Salirianne the ritch larva for (70 to psi shield), 470 physical (470 total damage).
Rotting Disease from Getira the ritch larva hits Embers of Dakka for (22 flat reduction), 6 blight (6 total damage).
Embers of Dakka the level 23 orc gunslinger was boiled to death by a ritch flamespitter on level 2 of Ritch Hive.