















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 | 32 / 90% |
Size | medium |
Lifes / Deaths | Killed by Xyvena the cave bear at level 32 on the 38th Loss 124th year of Ascendancy at 03:21 / 2Killed by Bethedhenn the black bear at level 32 on the 38th Loss 124th year of Ascendancy at 13:39 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 68 (base 60) |
Constitution | 31 (base 18) |
Magic | 26 (base 17) |
Willpower | 15 (base 10) |
Cunning | 61 (base 50) |
Resources
Life | -2/796 |
Stamina | 133/206 |
Steam | 87/100 |
Healing Factor | 1.3258714593978 |
Regeneration | 4.5742565349224 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 10 |
See Invisible | 8 |
Offense: Mainhand
Damage | 58 |
Accuracy | 58 |
Crit Chance | 25% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 58 |
Accuracy | 58 |
Crit Chance | 25% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Fire | +10% |
Darkness | +12% |
Physical | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Nature | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 29 (77.155997060385%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 34 |
Mental Save | 23 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 60%( 70%) |
Physical | + 34%( 70%) |
Cold | + 39%( 70%) |
All | + 33%( 70%) |
Darkness | + 43%( 70%) |
Light | + 39%( 70%) |
Fire | + 44%( 70%) |
Mind | + 47%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Silence Resistance | 37% |
Confusion Resistance | 38% |
Stun Resistance | 20% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
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 8.1 steam per turn. Can be activated for an instant burst of 40 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 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%. |
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 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | 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 T2 feet armor [Unique] Steamtech While equipped: Stats Str +5, Dex +4 offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (67 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (115 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 1/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun 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 +3 Saw Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +7 (+3 eff.) Blind Resist +25% Confus Resist +10% other ------- Light +7 See Stealth +10 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +7 (+3 eff.) On-Hit 7 physical Damage +6% physical Accuracy +6 (+2 eff.) Ignore Armor +5 defense ------ Armor +10 Resistance +5% blight Spell save +12 (+6 eff.) Disarm Resist +80% other ------- Talents +3 Iron Grip 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. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +20.00% Physical Power +20 (+7 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +10 (+2 eff.) Resistance +2% physical, +6% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 191 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats Str +6, Con +6 offense ------ Physical Power +11 (+4 eff.) Damage +12% mind defense ------ Resistance +12% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% darkness Ignore resists +10% nature defense ------ Armor +4 Resistance +9% mind Mind save +8 (+4 eff.) Confus Resist +28% Stun Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +36 Critical Rate +16.0% Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Con +6 offense ------ Physical Power +10 (+4 eff.) Damage +6% lightning defense ------ Defense +23 (+5 eff.) Resistance +9% light Physical save +3 (+1 eff.) Slow Projectiles +25% Stealth +9 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 +32 Critical Rate +12.0% Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Cloak | ![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats Dex +3 offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +8 (+2 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats Mag +10, Wil +9 offense ------ Spellpower +8 (+1 eff.) Spellpower/crit +5 defense ------ Armor +7 Hardiness +20% Fatigue +3% Resistance +20% blight, +9% cold +9% acid, +15% all Life +82.00 Life Regen +3.20 Healmod +16% Silence Resist +37% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.33 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature 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 amulet jewelry [Ego+] Arcane/Master While equipped: Stats Mag +2 offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.21 Max mana +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.80 cold and 9.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +10, Dex +10, Mag +7 Wil +10, Cun +10, Con +9 offense ------ Ignore resists +10% physical Accuracy +15 (+4 eff.) defense ------ Resistance +15% acid Spell save +6 (+3 eff.) Healmod +20% other ------- Stamina/turn +2.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Master/Psionic Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +19 mind, +21 item expose On Hit: * 21% chance to reduce all saves and defense by 19 While equipped: Stats Cun +2, Wil +6 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 item darkness numbing +20 item acid corrode On Hit: * 20% chance to reduce damage dealt by 16% * 20% chance to reduce armor by 14% While equipped: Stats Str +6, Dex +6, Mag +5, Wil +9 Cun +6, Con +7 offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +12% acid Mind save +18 (+9 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +11 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Global Speed +4% Ignore resists +6% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +5 acid, +19 nature While equipped: Stats Str +3 offense ------ Damage +8% physical Ignore resists +11% acid, +13% nature Accuracy +10 (+3 eff.) Ignore Armor +8 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Str +4, Dex +6, Mag +7, Wil +3 Cun +5, Con +4 Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 blight +12 item blight disease +9 light Damage Against +7% Undead On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +20% Massive two-handed mauls. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Str +9, Dex +9, Mag +11 Wil +9, Cun +8, Con +9 defense ------ Defense +30 (+6 eff.) Life +100.00 Life Regen +4.00 Blind Resist +20% Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 darkness +20 item nature slow On Hit: * 20% chance to slow global speed by 44% While equipped: Stats Str +9, Dex +8, Mag +9, Wil +8 Cun +11, Con +9 offense ------ On-Hit (Ranged): * 20% chance to slow global speed by 44% defense ------ Resistance +12% acid, +15% lightning +12% darkness, +5% arcane Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats Dex +7, Mag +5, Cun +5 offense ------ Ignore resists +10% acid other ------- Light +3 Infravision +3 Blunt and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% light, +6% lightning Ignore resists +5% lightning defense ------ Armor +14 Defense +9 (+2 eff.) Crit Resistance 5.00% Blind Resist +20% Stun Resist +20% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 47.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% blight defense ------ Resistance +8% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +6, Dex +5, Mag +5 Wil +11, Cun +3, Con +13 defense ------ Life +31.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Rare] Nature/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On-hit +12 nature, +16 acid On-Hit, radius 1 +8 mind On-crit, radius 2 +4 acid Uses 1.0 Steam While equipped: offense ------ Ignore resists +5% acid, +5% cold, +15% mind defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +8% Resistance +15% mind 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 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +13 fire On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats Wil +2, Cun +3, Con +5 offense ------ Physical Power +7 (+3 eff.) Damage +9% cold Ignore resists +9% cold, +11% physical defense ------ Disarm Resist +26% other ------- Infravision +2 See Invisibility +12 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 blight +7 item blight disease On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats Mag +3, Wil +2 offense ------ Spellpower +5 (+1 eff.) defense ------ Disease Resist +15% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +25 (+8 eff.) Damage +15% lightning, +15% physical defense ------ Defense +13 (+3 eff.) Stealth +9 other ------- Max stamina +30.00 Light +3 Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mind Crit +7% Mindpower +35 (+16 eff.) Ignore resists +25% mind defense ------ Physical save +8 (+4 eff.) other ------- EQ when Hit +0.16 Psi when Hit +0.08 Max hate +4.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Wil +4 offense ------ Ignore resists +25% mind When Hit 10 mind defense ------ Defense +12 (+2 eff.) Physical save +11 (+5 eff.) other ------- Max psi +20.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats Cun +3, Dex +3 offense ------ Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +9 (+2 eff.) Resistance +16% light, +15% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats Dex +2 offense ------ Physical Crit +2.0% Damage +23% nature Ignore Armor +6 defense ------ Defense +10 (+2 eff.) Resistance +2% physical, +21% nature +9% all Physical save +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Defense +8 (+2 eff.) Fatigue +3% Resistance +6% darkness, +15% cold Crit Resistance 15.00% Life +40.00 Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +3, Con +6 defense ------ Armor +3 Unlife -80.00 life other ------- Stamina/turn +0.50 Max stamina +41.00 Light +3 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +4 offense ------ Physical Power +13 (+5 eff.) Damage +6% light, +6% mind Ignore resists +15% mind, +25% arcane +25% light defense ------ Armor +2 Resistance +5% arcane, +6% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ On-Hit 3 acid, 5 fire, 5 cold 5 lightning defense ------ Armor +2 Fatigue +3% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats Mag +3 offense ------ On-Hit 5 darkness Damage +3% arcane, +6% darkness defense ------ Armor +2 Fatigue +3% Resistance +7% darkness 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Wil +3 offense ------ Mind Crit +3% Critical power +20.00% Mindpower +10 (+5 eff.) Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +3 Fatigue +3% Resistance +10% lightning, +9% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats Mag +10, Wil +12, Cun +10 offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+6 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Cun +4 offense ------ Mindpower +10 (+5 eff.) Damage +6% physical defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +3% Resistance +9% cold, +10% fire +7% physical other ------- Stamina/turn +2.00 EQ when Hit +0.12 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +5, Wil +5 offense ------ Physical Power +9 (+3 eff.) Damage +6% physical, +6% fire Ignore resists +10% light Accuracy +20 (+5 eff.) Ignore Armor +3 When Hit 8 light defense ------ Armor +15 Fatigue +3% Resistance +8% physical Physical save +13 (+6 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Str +6 defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 77.8 Physical damage. If the attack hits, the target is confused (42% 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 hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Wil +4 defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +10 (+5 eff.) A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master While equipped: Stats Str +3, Con +4 defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +16% acid Life +30.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats Con +4 offense ------ Physical Crit +2.0% Damage +12% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +10 Defense +9 (+2 eff.) Fatigue +8% Resistance +23% cold other ------- Max stamina +30.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +17% fire Life Regen +3.10 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Mag +5, Wil +3, Cun +6 offense ------ Damage +13% light, +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +12% physical, +14% light +11% darkness Windwall +36 Slow Projectiles +13% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Mag +1, Con +2 offense ------ Ignore resists +5% mind, +15% physical defense ------ Resistance +9% light, +12% mind other ------- Light +1 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: defense ------ Resistance +7% cold, +6% temporal Mind save +5 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Light +4 See Stealth +6 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
powerful pain suppressor salve [power 197] powerful pain suppressor salve [power 197]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -197 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% 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 T3 wand charm [Rare] Arcane While equipped: defense ------ Defense +10 (+2 eff.) Resistance +12% darkness, +1% physical +5% arcane, +6% nature Spell save +15 (+7 eff.) Disease Resist +20% other ------- Infravision +3 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 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. |
Achievements
By Nion the Deranged the Orc Gunslinger level 31
26th Loss 124th year of Ascendancy at 05:31 see stats
By Nion the Deranged the Orc Gunslinger level 15
28th Retaking 124th year of Ascendancy at 17:10 see stats
By Nion the Deranged the Orc Gunslinger level 32
38th Loss 124th year of Ascendancy at 05:33 see stats
By Nion the Deranged the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 00:45 see stats
By Nion the Deranged the Orc Gunslinger level 20
48th Retaking 124th year of Ascendancy at 18:55 see stats
By Nion the Deranged the Orc Gunslinger level 30
45th Dearth 124th year of Ascendancy at 15:17 see stats
By Nion the Deranged the Orc Gunslinger level 20
49th Retaking 124th year of Ascendancy at 00:06 see stats
By Nion the Deranged the Orc Gunslinger level 19
48th Retaking 124th year of Ascendancy at 18:55 see stats
By Nion the Deranged the Orc Gunslinger level 29
15th Pain 124th year of Ascendancy at 09:09 see stats
By Nion the Deranged the Orc Gunslinger level 26
51st Revenge 124th year of Ascendancy at 13:56 see stats
By Nion the Deranged the Orc Gunslinger level 18
36th Retaking 124th year of Ascendancy at 23:59 see stats
Log
Poison from Adeda the panther's poison gas trap hits Nion the Deranged for (30 flat reduction), 7 nature (7 total damage).
Ravage from Bethedhenn the black bear hits Nion the Deranged for (30 flat reduction), 26 physical (26 total damage).
Bethedhenn the black bear uses Distortion Bolt.
Nion the Deranged deflects the projectile from Bethedhenn the black bear to the north!
Nion the Deranged weaves his cloak!
Nion the Deranged's fire area effect hits Something for 78 fire damage.
Bethedhenn the black bear's maelstrom pulls Nion the Deranged in!
Bethedhenn the black bear's maelstrom hits Nion the Deranged for (30 flat reduction), 10 physical (10 total damage).
Nion the Deranged tessellates his cloak!
Talent Slip Away is ready to use.
Talent Sawfield is ready to use.
Poison from Adeda the panther's poison gas trap hits Nion the Deranged for 30 nature damage.
Ravage from Bethedhenn the black bear hits Nion the Deranged for 48 physical damage.
Something performs a melee critical strike against Nion the Deranged!
Nion the Deranged is stunned!
Something misses Nion the Deranged.
Nion the Deranged's Evasive Shots performs a ranged critical strike against Adeda the panther!
Nion the Deranged's Evasive Shots hits Adeda the panther for 274 physical damage.
Something hits Nion the Deranged for 153 physical, 0 arcane (153 total damage).
Nion the Deranged's Evasive Shots killed Adeda the panther!
Nion the Deranged's fire area effect hits Nion the Deranged for 23 fire damage.
Nion the Deranged uses Slip Away.
Nion the Deranged ignites his Anti-Gravity Boots, creating a blast of fire that launches him in the air!
Nion the Deranged lands in a firey explosion!
Nion the Deranged deactivates Evasive Shots.
Nion the Deranged stops being poisoned.
Ravage from Bethedhenn the black bear hits Nion the Deranged for 52 physical damage.
Nion the Deranged the level 32 orc gunslinger was sliced to death by Bethedhenn the black bear on level 1 of Sunwall Observatory.