















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Irrational Difficulty Mode (Harder Nightmare) 1.7.0Adds a new difficulty in between Nightmare and Insane to help prepare for the latter. If you've beaten standard Nightmare a few times though, you'll probably want to just try Insane and see if you like it. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 23 / 14% |
Size | small |
Lifes / Deaths | Killed by Bethysena the multi-hued crystal at level 13 on the 24th Haze 122nd year of Ascendancy at 11:05 0 / 6Killed by Bethysena the multi-hued crystal at level 13 on the 24th Haze 122nd year of Ascendancy at 12:08 Killed by Layisessra the snow giant chieftain at level 20 on the 60th Haze 122nd year of Ascendancy at 16:50 Killed by Layisessra the snow giant chieftain at level 20 on the 60th Haze 122nd year of Ascendancy at 18:09 Killed by ritch flamespitter at level 23 on the 9th Decay 122nd year of Ascendancy at 11:51 Killed by Xerora the treant at level 23 on the 9th Decay 122nd year of Ascendancy at 14:16 |
Primary Stats
Strength | 23 (base 22) |
Dexterity | 81 (base 48) |
Constitution | 20 (base 11) |
Magic | 17 (base 10) |
Willpower | 24 (base 10) |
Cunning | 55 (base 37) |
Resources
Life | -169/553 |
Steam | 21/100 |
Healing Factor | 1.3270588855782 |
Regeneration | 8.2941180348638 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 11 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 43 |
Accuracy | 75 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 75 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6666666666667 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +13% |
Darkness | +10% |
Cold | +7% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Physical | +6% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 37.335093952971 (47.857809501309%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 19 |
Physical Save | 30 |
Spell Save | 24 |
Mental Save | 33 |
Defense: Resistances
Cold | + 12%( 70%) |
Lightning | + 52%( 70%) |
Darkness | + 30%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 6%( 70%) |
Acid | + 5%( 70%) |
Fire | + 23%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Disarm Resistance | 32% |
Confusion Resistance | 30% |
Knockback Resistance | 15% |
Stun Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% 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. |
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 111% efficiency and cooldown mod of 58%. Its effects scale with your Strength 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 109% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Gunner training | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +6% physical ----- def ----- Armour +12 Fatigue +3% Resists +3% fire Phys.save +12 (+6 eff.) Max.HP +20.00 HP.reg +5.00 Heal.mod +24% Disease- +20% Pinning- +15% Knockbk- +15% Teleport- +100% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 18 Rld cld 5 Ranged+ +12 physical On Hit.r1 +12 darkness On Crit.r2 +4 mind On Hit: * 10% chance to reduce damage dealt by 17% * 20% chance to knock the target back 3 spaces and deal 123 physical damage While equipped: ---------- misc Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Wil +5 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +7 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Con dps ---------- Melee+ 7 cold Dmg.mod +7% cold Acc +10 (+2 eff.) Apr +2 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +3 Resists +12% cold Phys.save +13 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life Disarm- +32% ---------- misc Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Phys.crit +2.0% Dmg.mod +10% darkness +11% lightning Acc +16 (+4 eff.) ----- def ----- Resists +20% darkness +22% lightning ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% light Acc +15 (+4 eff.) ----- def ----- Resists +3% fire ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 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 28 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +5% acid +6% lightning +6% blight Mind.save +6 (+3 eff.) Die.at -80.00 life Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
In off hand | ![]() 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +2 Mag +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +15% nature On Hit (Ranged): * 20% chance to slow global speed by 47% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Res.pen +10% acid Melee Ret 10 acid 4 temporal 2 arcane ----- def ----- Defense +1 (+1 eff.) Resists +24% lightning +12% temporal Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +13 Defense +13 (+5 eff.) Fatigue +12% Resists +17% fire Crit.chn- 21.00% Mind.save +7 (+4 eff.) Stun/Frz- +20% Teleport- +20% A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 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 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Wil ----- def ----- Defense +10 (+4 eff.) Resists +2% physical +14% fire +9% mind +14% cold ---------- misc Max.hate +8.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +15% nature +10% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ---------- misc Mana/turn +0.13 Max.mana +39.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 111% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +16 fire On Hit.r1 +8 mind On Crit.r2 +8 fire While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +9% fire Melee Ret 10 mind Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +20 light On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +15% light +10% lightning Melee Ret 8 lightning Sharp, short and deadly. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam While equipped: Stats +6 Con +8 Wil dps ---------- Res.pen +15% nature +20% fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% mind +6% temporal Mind.save +3 (+2 eff.) Max.HP +25.00 HP.reg +4.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit: * 10 arcane resource burn * 10% chance to slow global speed by 47% While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Mag +7 Wil +11 Con ----- def ----- Resists +3% mind +3% nature Max.HP +21.00 HP.reg +2.00 Disarm- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 shot ammo [Random Unique] Nature/Master Power 116% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 16 Ranged+ +8 lightning +4 light +8 blight +14 fire On Crit.r2 +6 lightning +7 fire +8 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 20 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.07 to 41.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% lightning +5% temporal Die.at -60.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +6% acid 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Melee Ret 2 mind ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% lightning +6% fire +5% cold Phys.save +6 (+3 eff.) Max.HP +60.00 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.pwr +30 (+13 eff.) Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Str +2 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +6% blight A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Resists +12% acid ---------- misc Equi/ret +0.24 Psi/ret +0.12 A hat made of leather. Very stylish. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +9% nature +3% all Spell.save +7 (+4 eff.) ---------- misc Hate/m.crit +1.00 Light +5 See.Invis +12 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 118.80 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 198] potent healing salve [power 198]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 58% cooldown modifier. Heal 198 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 212] powerful pain suppressor salve [power 212]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 58% cooldown modifier. Let you fight up to -212 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 241 Base Damage: 112 Armor: 6 All Resist: 4 Puts all charms on 25 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light +3% lightning On Hit (Melee): * 20% chance to reduce armor by 11% Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Figramorgle the Halfling Gunslinger level 17
47th Haze 122nd year of Ascendancy at 10:46 see stats
By Figramorgle the Halfling Gunslinger level 22
8th Decay 122nd year of Ascendancy at 09:06 see stats
By Figramorgle the Halfling Gunslinger level 20
61st Haze 122nd year of Ascendancy at 01:36 see stats
By Figramorgle the Halfling Gunslinger level 10
6th Haze 122nd year of Ascendancy at 12:15 see stats
By Figramorgle the Halfling Gunslinger level 20
60th Haze 122nd year of Ascendancy at 11:16 see stats
By Figramorgle the Halfling Gunslinger level 23
9th Decay 122nd year of Ascendancy at 13:50 see stats
By Figramorgle the Halfling Gunslinger level 10
13rd Haze 122nd year of Ascendancy at 16:38 see stats
By Figramorgle the Halfling Gunslinger level 13
18th Haze 122nd year of Ascendancy at 19:30 see stats
By Figramorgle the Halfling Gunslinger level 16
29th Haze 122nd year of Ascendancy at 05:21 see stats
Log
Figramorgle receives 258 healing.
Figramorgle receives 66 healing from Cuthuruilach the rough leather belt .
Giant spider has shook off the effects of their corrosion.
Talent Implant: Medical Injector is ready to use.
Poison from Giant spider hits Figramorgle for (23 flat reduction), 74 nature (74 total damage).
Figramorgle shoots!
Figramorgle's Shoot hits Giant spider for 102 physical damage.
Figramorgle's Shoot killed Giant spider!
Talent Trick Shot is ready to use.
Poison from Giant spider hits Figramorgle for (23 flat reduction), 74 nature (74 total damage).
Figramorgle uses Sawfield.
Xerora the treant uses Psychic Lobotomy.
Figramorgle resists the lobotomy!
Figramorgle stops being poisoned.
Xerora the treant converts some damage to Psi!
Figramorgle's phys.bleed area effect hits Xerora the treant for 31 to psi, 40 physical (71 total damage).
You are unable to move!
Figramorgle shoots!
Xerora the treant is corroded.
Xerora the treant is on fire!
Xerora the treant converts some damage to Psi!
Figramorgle's Shoot hits Xerora the treant for 13 to psi, 18 fire, 7 to psi, 10 physical, 4 to psi, 5 physical, 4 to psi, 5 darkness, 11 to psi, 14 acid (90 total damage).
Figramorgle's Shoot hits Xerora the treant for 36 to psi, 47 physical, 4 to psi, 5 physical, 4 to psi, 5 darkness, 11 to psi, 14 acid (124 total damage).
Xerora the treant uses Mind Sear.
Figramorgle tries to evade attacks.
Xerora the treant hits Figramorgle for (23 flat reduction), 289 mind (289 total damage).
Figramorgle the level 23 halfling gunslinger was mentally tortured to death by Xerora the treant on level 3 of Old Forest.