












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This 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 |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 23 / 6% |
Size | medium |
Lifes / Deaths | Killed by Islowe the Guardian at level 23 on the 11st Pain 124th year of Ascendancy at 16:19 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 47 (base 46) |
Constitution | 31 (base 21) |
Magic | 9 (base 10) |
Willpower | 19 (base 10) |
Cunning | 51 (base 33) |
Resources
Life | -211/636 |
Steam | 54/100 |
Healing Factor | 1.2658714593978 |
Regeneration | 0.31646786484946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 36 |
Accuracy | 55 |
Crit Chance | 44% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 55 |
Crit Chance | 44% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +5% |
All | 0% |
Physical | +14% |
Mind | +5% |
Nature | +17% |
Offense: Damage Penetration
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 41 (69.007671158813%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 22 |
Mental Save | 32 |
Defense: Resistances
Acid | + 36%( 70%) |
Physical | + 28%( 70%) |
Cold | + 45%( 70%) |
All | + 16%( 70%) |
Darkness | + 31%( 70%) |
Light | + 29%( 70%) |
Temporal | + 28%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 26%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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 8.1 steam per turn. Can be activated for an instant burst of 40 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% 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 Cunning stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.33 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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. * You have collected enough eggs. | 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +4 Defense +15 (+5 eff.) Fatigue +3% Resistance +9% acid, +6% temporal +9% darkness, +6% fire +9% cold other ------- Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.5% Capacity 17 Projectile Speed +200% On-ranged-hit +20 item nature slow +10 physical, +16 nature +10 item acid corrode On-crit, radius 2 +4 acid On Hit: * 20% chance to slow global speed by 46% * 10% chance to reduce armor by 14% * 20% chance to knock the target back 3 spaces and deal 119 physical damage On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: other ------- Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+3 eff.) defense ------ Life +40.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Lck +5, Cun +6 offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +5% Damage +9% physical defense ------ Armor +3 Fatigue +3% Resistance +6% darkness, +6% lightning Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) Mind save +9 (+5 eff.) A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Str +3 offense ------ Physical Power +6 (+2 eff.) On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +5% temporal defense ------ Armor +2 Fatigue +3% Resistance +8% temporal other ------- Talents +1 Sand Shredder 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 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 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. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Con +4 defense ------ Armor +4 Resistance +2% physical, +3% darkness +6% fire, +3% nature +15% light Physical save +8 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +3 offense ------ Damage +11% nature defense ------ Defense +6 (+2 eff.) Resistance +22% nature Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +14 (+5 eff.) Spell save +12 (+6 eff.) Mind save +11 (+6 eff.) other ------- Masteries +0.13 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Attack Speed 100% Damage Multiplier 130% Range +7 Projectile Speed +1000% On-Hit, radius 1 +60 20% chance of physical repulsion On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: defense ------ Pierce Iceblocks +20% Strange coils encircle this extremely cold gun. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Con +3 offense ------ Damage +6% nature defense ------ Armor +16 Defense +9 (+3 eff.) Physical save +28 (+9 eff.) Life +80.00 Healmod +10% 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 +26 Critical Rate +16.0% 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 Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
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 +10% nature, +25% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +10 Hardiness +20% Defense +12 (+4 eff.) Fatigue +4% Resistance +15% acid, +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.96 to 43.70 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 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 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +7 (+4 eff.) Damage +12% arcane defense ------ Resistance +12% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Mind save +5 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: defense ------ Resistance +6% temporal Sharp, long, and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +5 fire While equipped: offense ------ Global Speed +2% Ignore resists +5% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Damage +20% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +30% nature, +3% fire When Hit 8 nature defense ------ Armor +7 Defense +7 (+2 eff.) Physical save +13 (+4 eff.) Spell save +3 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +2, Mag +6, Cun +2, Con +3 offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 other ------- Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: Stats Str +3, Con +3 offense ------ Damage +6% physical defense ------ Armor +1 Resistance +6% lightning, +6% temporal other ------- Size +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +3% lightning, +9% darkness Ignore resists +10% darkness, +5% lightning When Hit 4 lightning defense ------ Armor +4 Fatigue +4% Resistance +9% nature, +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Cun +0, Dex +4 defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Cun +0, Con +2 defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 136] simple healing salve [power 136]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 136 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-ranged-hit +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +2% Ignore resists +10% arcane When Hit 4 light defense ------ Resistance +12% light Spell save +12 (+6 eff.) Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Nyhir the Orc Gunslinger level 8
15th Retaking 124th year of Ascendancy at 18:01 see stats
By Nyhir the Orc Gunslinger level 14
29th Retaking 124th year of Ascendancy at 00:56 see stats
By Nyhir the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 20:07 see stats
By Nyhir the Orc Gunslinger level 20
10th Revenge 124th year of Ascendancy at 07:10 see stats
By Nyhir the Orc Gunslinger level 22
23rd Revenge 124th year of Ascendancy at 14:27 see stats
By Nyhir the Orc Gunslinger level 17
39th Retaking 124th year of Ascendancy at 16:04 see stats
Log
Xanydheda the netherworm mass leeches life from Nyhir!
Nyhir's Saw Shell hits Xanydheda the netherworm mass for 199 physical, 34 physical, 8 temporal, 27 nature (268 total damage).
Nyhir hits Xanydheda the netherworm mass for 71 healing, 112 healing (0 total damage) [183 healing].
Xanydheda the netherworm mass's Strafe hits Nyhir for (26 flat reduction), 76 physical, (5 flat reduction), 0 temporal (76 total damage).
Xanydheda the netherworm mass's Strafe hits Nyhir for (26 flat reduction), 48 physical, (5 flat reduction), 0 temporal (48 total damage).
Nyhir killed Xanydheda the netherworm mass!
Gelatinous cube misses Nyhir.
Wretchling misses Nyhir.
Nyhir calms down.
Wretchling misses Nyhir.
Weakness Disease from Islowe the Guardian hits Nyhir for (26 flat reduction), 53 blight (53 total damage).
Epidemic from Islowe the Guardian hits Nyhir for (26 flat reduction), 44 blight (44 total damage).
Nyhir uses Slip Away.
Nyhir receives 26 healing from Rainwedge the hardened leather belt .
Nyhir receives 70 healing.
Islowe the Guardian casts Soul Rot.
Nyhir deflects the projectile from Islowe the Guardian to the southeast!
Wretchling's acid area effect hits Islowe the Guardian for 14 acid damage.
Wretchling's acid area effect hits Islowe the Guardian for 16 acid damage.
The diseases of Islowe the Guardian spread!
Nyhir is afflicted by a decrepitude disease!
Islowe the Guardian's Soul Rot hits Nyhir for (26 flat reduction), 213 blight (213 total damage).
Weakness Disease from Islowe the Guardian hits Nyhir for (26 flat reduction), 53 blight (53 total damage).
Epidemic from Islowe the Guardian hits Nyhir for (26 flat reduction), 44 blight (44 total damage).
Decrepitude Disease from Islowe the Guardian hits Nyhir for (26 flat reduction), 25 blight (25 total damage).
Islowe the Guardian casts Cyst Burst.
Islowe the Guardian hits Nyhir for (26 flat reduction), 247 blight (247 total damage).
Nyhir the level 23 orc gunslinger was infected to death by Islowe the Guardian on level 1 of Ruined Dungeon.
Nyhir deactivates his cloak's restoration systems.