














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 | 33 / 91% |
Size | medium |
Lifes / Deaths | Killed by Emeda the whitehoof hailstorm at level 30 on the 49th Loss 124th year of Ascendancy at 10:08 / 3Killed by Emelamissra the sunwall archer at level 31 on the 23rd Destruction 124th year of Ascendancy at 03:35 Killed by orc necromancer at level 33 on the 2nd Remembrance 125th year of Ascendancy at 21:56 |
Primary Stats
Strength | 25 (base 17) |
Dexterity | 67 (base 60) |
Constitution | 28 (base 11) |
Magic | 15 (base 10) |
Willpower | 15 (base 10) |
Cunning | 89 (base 60) |
Resources
Life | -121/823 |
Stamina | 193/208 |
Steam | 6/100 |
Healing Factor | 1.2856298990389 |
Regeneration | 15.234714303611 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.31638663509% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 67 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 12 |
Speed | 0.91 |
Offense: Offhand
Damage | 67 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 12 |
Speed | 0.91 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Lightning | +21% |
Acid | +14% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +5% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 51 (49.007671158813%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 28 |
Mental Save | 28 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 26%( 70%) |
Cold | + 18%( 70%) |
All | + 13%( 70%) |
Darkness | + 26%( 70%) |
Light | + 18%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 23%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 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 41 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 116% efficiency and cooldown mod of 80%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% 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 / 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 | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 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 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
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 Erúan 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * 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 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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'Haïb 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 T5 feet armor [Random Unique] Master While equipped: offense ------ Ignore resists +5% fire defense ------ Armor +21 Fatigue +4% Resistance +12% fire, +3% nature +6% light Spell save +6 (+3 eff.) other ------- Infravision +6 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 T4 shot ammo [Ego++] Arcane/Psionic Weapon Damage 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +17 physical On Hit: 20% Curse of Vulnerability level 4 On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage While equipped: other ------- Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +3 offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Resistance +3% all Spell save +5 (+2 eff.) 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. |
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 T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +130% Stun Resist +30% Knockbk Resist +30% other ------- Talents +4 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +21% lightning Ignore resists +10% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Cun +6 offense ------ Physical Power +30 (+8 eff.) Damage +14% acid defense ------ Defense +10 (+3 eff.) Resistance +28% acid other ------- Psi when Hit +0.08 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats Cun +3 offense ------ On-Hit 15 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +2.00 Max hate +7.00 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 | ![]() 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 (-4 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 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +36 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Con +1 offense ------ Damage +9% darkness Ignore Armor +5 When Hit 8 physical defense ------ Defense +14 (+4 eff.) Stealth +9 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +27 Critical Rate +16.0% Attack Speed 100% Range +8 Projectile Speed +1000% Uses 2.0 Steam While equipped: Stats Cun +3, Con +2 offense ------ Combat Speed +10% Ignore Armor +2 defense ------ Armor +14 other ------- Reload +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +5 (+2 eff.) Mind save +7 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature While equipped: Stats Str +6, Dex +6, Mag +6, Wil +6 Cun +6, Con +9 offense ------ Physical Power +15 (+5 eff.) Ignore resists +10% cold defense ------ Armor +8 Defense +30 (+8 eff.) Fatigue +8% Resistance +6% cold Life +100.00 Life Regen +11.60 Healmod +14% other ------- Stamina/turn +1.20 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% 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. 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 T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +10% acid When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Resistance +24% acid, +12% cold +16% mind Confus Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats Con +3 defense ------ Resistance +13% nature, +13% blight Poison Resist +24% Disease Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +8, Cun +5, Con +7 offense ------ Critical power +10.00% Move Speed +10% Ignore resists +10% physical Accuracy +10 (+3 eff.) defense ------ Defense +5 (+2 eff.) Fatigue -6% Resistance +12% temporal Life Regen +3.00 Pinning Resist +30% Knockbk Resist +32% other ------- Stamina/turn +0.70 Masteries +0.27 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Con +4 offense ------ Ignore resists +25% light, +10% cold defense ------ Resistance +21% cold Physical save +10 (+5 eff.) Life +47.00 Life Regen +4.00 other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats Mag +3 defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +3% Damage +9% mind, +3% fire Ignore resists +10% mind defense ------ Resistance +9% light, +9% fire Physical save +9 (+4 eff.) Spell save +12 (+6 eff.) Mind save +10 (+5 eff.) other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Cun +6, Dex +6 offense ------ Damage +10% light Accuracy +5 (+1 eff.) defense ------ Resistance +20% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 blight +14 item blight disease On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 darkness Damage Against +10% Living Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 blight On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: Stats Con +2 offense ------ Damage +19% lightning Ignore resists +13% lightning defense ------ Resistance +15% lightning Healmod +20% Blind Resist +20% Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats Con +5 offense ------ Physical Crit +3.0% Damage +15% lightning When Hit 6 lightning defense ------ Armor +8 Resistance +17% acid, +14% lightning +19% fire, +16% cold +10% all Physical save +6 (+3 eff.) Spell save +10 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +9 cold Massive two-handed swords. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 acid While equipped: Stats Str +6, Con +3 offense ------ Physical Power +20 (+6 eff.) Damage +20% acid, +12% lightning defense ------ Physical save +6 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Dex +2, Con +2 offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +9 (+3 eff.) Spellpower +16 (+5 eff.) Damage +15% fire, +20% cold Accuracy +7 (+2 eff.) defense ------ Resistance +6% fire Crit Resistance 10.00% other ------- Light +3 Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] 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 (+2 eff.) Damage +15% acid, +12% blight Ignore resists +35% blight defense ------ Resistance +6% cold, +9% light +5% arcane other ------- Mana/turn +0.16 Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane 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 +7% Spellpower +9 (+4 eff.) Damage +20% acid defense ------ Armor +4 Hardiness +4% Physical save +12 (+6 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Steampower +7 (+3 eff.) Damage +13% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Con +6, Wil +6 defense ------ Life +13.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +25% lightning, +10% cold defense ------ Resistance +17% lightning, +8% temporal +12% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +9 (+3 eff.) Stealth +6 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Critical power +15.00% Spellpower +4 (+2 eff.) Damage +7% arcane Ignore resists +8% arcane defense ------ Defense +2 (+1 eff.) other ------- Max mana +30.00 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++] Arcane While equipped: Stats Mag +8, Wil +6 offense ------ Spell Crit +6% defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +49.00 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 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Damage +17% lightning, +17% temporal defense ------ Resistance +25% lightning, +23% temporal +13% darkness, +15% cold +13% mind, +11% all Physical save +17 (+8 eff.) Spell save +15 (+7 eff.) Mind save +29 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: offense ------ Physical Crit +3.0% Spell Crit +10% Spellpower +19 (+6 eff.) Damage +14% arcane defense ------ Resistance +8% lightning, +8% darkness +8% cold, +8% blight +8% fire, +6% light, +11% all Physical save +14 (+7 eff.) Spell save +30 (+14 eff.) Mind save +11 (+5 eff.) Unlife -60.00 life other ------- Stamina/turn +2.00 Mana/turn +0.15 Max mana +120.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Mag +4 offense ------ Damage +12% acid, +6% arcane +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Resistance +15% acid, +18% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Str +6, Dex +2, Wil +2, Con +6 defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +24.00 See Invisibility +6 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] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +5 (+1 eff.) On-Hit 7 nature Damage +4% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature 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 [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-4 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold, +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +3, Wil +2, Con +1 offense ------ On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +3% Resistance +8% acid, +12% light +10% darkness, +7% fire +8% cold, +7% lightning Mind save +5 (+2 eff.) other ------- Light +1 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats Str +3, Con +3 offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Spell Crit +7% Spellpower +30 (+8 eff.) When Hit 4 mind, 6 nature defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +20.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats Str +2, Con +3 offense ------ Critical power +20.00% Damage +15% physical When Hit 10 mind defense ------ Armor +11 Fatigue +22% Resistance +19% lightning A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Nature/Master While equipped: defense ------ Armor +19 Fatigue +22% Life +35.00 Life Regen +2.00 Healmod +12% A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +2 offense ------ Damage +15% mind defense ------ Armor +22 Fatigue +8% Resistance +20% fire, +5% arcane +3% temporal other ------- Max psi +30.00 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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: 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 (+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 +8 offense ------ Physical Crit +2.0% When Hit 8 lightning defense ------ Defense +10 (+3 eff.) Fatigue -6% Resistance +20% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats Str +2 other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 57/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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+] Master While equipped: defense ------ Blind Resist +29% Confus Resist +16% other ------- Light +8 See Stealth +5 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 1.8 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane 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. |
powerful pain suppressor salve [power 228] powerful pain suppressor salve [power 228]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 80% cooldown modifier. Let you fight up to -228 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 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 80% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 162] simple healing salve [power 162]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 80% cooldown modifier. Heal 162 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 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 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! |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Cun +3 offense ------ Mind Crit +1% Mindpower +15 (+7 eff.) defense ------ Resistance +6% mind other ------- EQ when Hit +0.08 Hate-on-crit +4.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Con +6 offense ------ Damage +6% physical, +9% cold Ignore resists +15% cold defense ------ Resistance +21% fire other ------- Max stamina +30.00 Sting an enemy dealing 290 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 Orc Gunslinger level 18
34th Retaking 124th year of Ascendancy at 11:57 see stats
By Nion... the Orc Gunslinger level 15
25th Retaking 124th year of Ascendancy at 00:50 see stats
By Nion... the Orc Gunslinger level 33
1st Remembrance 125th year of Ascendancy at 20:11 see stats
By Nion... the Orc Gunslinger level 33
2nd Remembrance 125th year of Ascendancy at 10:09 see stats
By Nion... the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 06:51 see stats
By Nion... the Orc Gunslinger level 20
28th Revenge 124th year of Ascendancy at 17:58 see stats
By Nion... the Orc Gunslinger level 30
32nd Loss 124th year of Ascendancy at 08:29 see stats
By Nion... the Orc Gunslinger level 29
31st Loss 124th year of Ascendancy at 20:26 see stats
By Nion... the Orc Gunslinger level 20
29th Revenge 124th year of Ascendancy at 06:50 see stats
By Nion... the Orc Gunslinger level 23
38th Revenge 124th year of Ascendancy at 21:41 see stats
By Nion... the Orc Gunslinger level 30
41st Loss 124th year of Ascendancy at 10:08 see stats
By Nion... the Orc Gunslinger level 17
34th Retaking 124th year of Ascendancy at 11:03 see stats
By Nion... the Orc Gunslinger level 30
49th Loss 124th year of Ascendancy at 10:08 see stats
Log
Rime Wraith from Orc necromancer hits Nion... for (29 flat reduction), 93 cold (93 total damage).
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Something hits Nion... for (29 flat reduction), 16 cold (16 total damage).
Talent Vital Shot is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Giant spider receives 36 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Nion... for (29 flat reduction), 93 cold (93 total damage).
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Orc necromancer hits Nion... for (29 flat reduction), 61 cold (61 total damage).
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Giant spider receives 36 healing from Rime Wraith from Orc necromancer.
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Orc necromancer casts Chill of the Tomb.
Nion... deflects the projectile from Orc necromancer to the northeast!
Rime Wraith from Orc necromancer hits Nion... for (29 flat reduction), 79 cold (79 total damage).
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Orc necromancer hits Nion... for (29 flat reduction), 50 cold (50 total damage).
Nion... reacts to damage from Orc necromancer's Chill of the Tomb, mitigating the blow!.
Orc necromancer's Chill of the Tomb hits Nion... for (29 flat reduction), (109 reacted , -4 stam), 300 cold (300 total damage).
Orc necromancer receives 42 healing from Rime Wraith from Orc necromancer.
Giant spider receives 36 healing from Rime Wraith from Orc necromancer.
Orc necromancer casts Black Ice.
Nion... reacts to damage from Orc necromancer, mitigating the blow!.
Orc necromancer roars triumphantly.
Orc necromancer hits Nion... for (29 flat reduction), 58 cold, (29 flat reduction), (54 reacted , -4 stam), 149 cold (206 total damage).
Nion... the level 33 orc gunslinger was frozen to death by an orc necromancer on level 1 of Ruined Dungeon.