












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 | 24 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Cyrakira the ritch larva at level 24 on the 21st Pain 124th year of Ascendancy at 11:19 / 1 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 50 (base 45) |
| Constitution | 31 (base 20) |
| Magic | 9 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 55 (base 39) |
Resources
| Life | -43/635 |
| Steam | 78/100 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 13.116053918225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 45 |
| Crit Chance | 30% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 45 |
| Crit Chance | 30% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Acid | +15% |
| Nature | +40% |
| Mind | +42% |
| Darkness | +24% |
| Arcane | +9% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +14% |
| All | +7% |
| Arcane | +17% |
| Cold | +32% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 39 (79.007671158813%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 33 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 49%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 33%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 32% |
| Poison Resistance | 40% |
| Bleed Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. 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 | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 | pair of hardened leather boots 'Unryrand' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Wil +4 offense ------ Physical Crit +3.0% Mind Crit +3% Physical Power +4 (+2 eff.) Damage +21% mind Ignore resists +7% physical When Hit 4 mind defense ------ Armor +3 Stealth +4 other ------- Talents +2 Moss Tread A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr) 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 Explosive Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | alchemist's lamp 'Freezeshaper'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Con +3 offense ------ Damage +12% darkness, +6% cold Ignore resists +25% cold When Hit 4 darkness defense ------ Resistance +8% blight, +9% cold Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tildil the Shadegash (0 def, 6 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% mind, +12% darkness defense ------ Armor +6 Fatigue +3% Resistance +6% darkness, +9% cold Mind save +3 (+1 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +1.00 Infravision +7 Sight +1 See Stealth +5 See Invisibility +5 A hat made of leather. Very stylish. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats Cun +10, Wil +10 offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+7 eff.) Life +100.00 other ------- Light +1 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 154.78 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Rings make your fingers look great! |
| On fingers | psionicist's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats Cun +2, Wil +2 offense ------ On-Hit 8 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 27 defense ------ Mind save +4 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | grounding gold amulet of mastery (0.13 Steamtech / Automation)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +16% lightning Stun Resist +32% other ------- Masteries +0.13 Steamtech/Automation Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+2 eff.) defense ------ Defense +9 (+3 eff.) Spell save +6 (+3 eff.) Stealth +7 other ------- Size +1 A belt that goes around your waist. |
| In off hand | Titan 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 | Porille (10 def, 7 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats Dex +4, Wil +3, Cun +3 offense ------ Spell Crit +1% Damage +9% arcane Ignore resists +10% arcane Accuracy +8 (+3 eff.) Ignore Armor +6 defense ------ Armor +7 Defense +10 (+3 eff.) Resistance +19% fire, +21% light +22% cold Stealth +8 other ------- Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature, +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 146; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. 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. |
schematic: Antimagic Shell0.1 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. |
schematic: Explosive Shell0.1 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. |
schematic: Fiery Salve0.1 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. |
schematic: Moss Tread0.1 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. |
schematic: Rustproof Coating0.1 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. |
schematic: Second Skin0.1 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. |
schematic: Steamsaw0.1 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. |
starlit gold amulet of constitution (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Resistance +12% light, +15% darkness Blind Resist +20% Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats Dex +4, Cun +5, Con +4 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Toxinsear the dwarven-steel battleaxe (29-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +16 nature On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +3, Dex +2, Con +2 offense ------ Physical Crit +12.0% Physical Power +13 (+6 eff.) defense ------ Resistance +21% acid Massive two-handed battleaxes. |
ranger's cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats Dex +2 offense ------ Ignore resists +6% all Accuracy +8 (+3 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
short ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% blight defense ------ Defense +7 (+2 eff.) 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 41.18 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. |
Signal4.0 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 Uses 2.0 Steam Flare: Effective talent level: 3.0 Power cost 20 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 19 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. |
mighty dwarven-steel steamgun of cold4.0 Encumbrance T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: Stats Str +1 offense ------ Physical Power +6 (+3 eff.) Damage +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warbringer's dwarven-steel steamsaw of shearing (18-26 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Ego++] Master/Steamtech Weapon Damage 17.5 - 26.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +41 Uses 1.0 Steam While equipped: Stats Con +5 offense ------ Physical Power +9 (+4 eff.) Ignore resists +8% physical, +8% all Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Disarm Resist +15% 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! |
spellwoven cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +15 (+6 eff.) Damage +5% all defense ------ Resistance +11% all Spell save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
agate0.0 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. |
onyx0.0 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. |
3 aquamarine0.0 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. |
5 opal0.0 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. |
5 topaz0.0 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. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
alchemist's lamp 'Scaldquill'1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats Wil +3 offense ------ Damage +21% fire Ignore resists +20% fire other ------- EQ when Hit +0.04 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats Wil +3 offense ------ Damage +7% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Korbek's Spyglass2.0 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. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)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. |
potent frost salve [power 14] potent frost salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 139] simple healing salve [power 139]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 139 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Hellgrit [power 302] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Dex +4 offense ------ Damage +15% fire Ignore resists +10% physical Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Resistance +1% physical Sting an enemy dealing 423 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 266] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 turn cooldown 100% to heal for 58. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 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 citrine0.0 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. |
3 zircon0.0 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
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Narrevor the Orc Gunslinger level 14
47th Retaking 124th year of Ascendancy at 16:30 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Narrevor the Orc Gunslinger level 23
50th Revenge 124th year of Ascendancy at 17:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Narrevor the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 14:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Narrevor the Orc Gunslinger level 20
47th Revenge 124th year of Ascendancy at 23:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Narrevor the Orc Gunslinger level 22
50th Revenge 124th year of Ascendancy at 10:00 see stats
Log
Cyrakira the ritch larva uses Death Dance.
Narrevor HEALS from nature damage!
Melee retaliation hits Cyrakira the ritch larva for 5 darkness, 5 nature, 6 mind, 28 nature (43 total damage).
Cyrakira the ritch larva hits Narrevor for (29 flat reduction), 225 physical, (8 flat reduction), 0 nature, 3 healing (225 total damage) [3 healing].
Narrevor uses Orcish Fury.
Narrevor enters a state of bloodlust.
Narrevor uses Supercharge Bullets.
Narrevor tweaks some of his bullets.
Narrevor is confused and fails to use Sawfield.
Narrevor is not affected anymore by the salve.
Cyrakira the ritch larva speeds up.
Cyrakira the ritch larva performs a diseased attack against Narrevor.
Cyrakira the ritch larva slows down.
Narrevor is afflicted by a rotting disease!
Poison from Narrevor hits Cyrakira the ritch larva for 9 nature damage.
Melee retaliation hits Cyrakira the ritch larva for 6 darkness, 5 nature, 6 mind, 31 nature (48 total damage).
Cyrakira the ritch larva hits Narrevor for (29 flat reduction), 62 physical, (8 flat reduction), 0 nature (62 total damage).
Narrevor is confused and fails to use Sawfield.
Rotting Disease from Cyrakira the ritch larva hits Narrevor for (29 flat reduction), 2 blight (2 total damage).
Cyrakira the ritch larva uses Execution.
Cyrakira the ritch larva performs a melee critical strike against Narrevor!
Narrevor seems more focused.
Narrevor roars with rage shaking off 1 mental debuffs!
Poison from Narrevor hits Cyrakira the ritch larva for 11 nature damage.
Melee retaliation hits Cyrakira the ritch larva for 6 darkness, 5 nature, 6 mind, 31 nature (48 total damage).
Cyrakira the ritch larva hits Narrevor for (29 flat reduction), 418 physical (418 total damage).
Narrevor the level 24 orc gunslinger was impaled to death by Cyrakira the ritch larva on level 3 of Ritch Hive.
Narrevor deactivates his cloak's restoration systems.



























































































