

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.0This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 35 / 49% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 15 on the 20th Revenge 124th year of Ascendancy at 19:18 0 / 8Killed by Xanomida the whitehoof maulotaur at level 18 on the 37th Revenge 124th year of Ascendancy at 00:19 Killed by worm that walks at level 24 on the 14th Pain 124th year of Ascendancy at 00:25 Killed by oozing horror at level 24 on the 14th Pain 124th year of Ascendancy at 01:20 Killed by saw horror at level 24 on the 14th Pain 124th year of Ascendancy at 01:48 Killed by High Sun Paladin Aeryn at level 34 on the 2nd Destruction 124th year of Ascendancy at 10:44 Killed by High Sun Paladin Aeryn at level 35 on the 24th Destruction 124th year of Ascendancy at 06:37 Killed by Mayoba the sun paladin at level 35 on the 24th Destruction 124th year of Ascendancy at 20:45 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 72 (base 55) |
Constitution | 32 (base 26) |
Magic | 20 (base 10) |
Willpower | 19 (base 10) |
Cunning | 77 (base 60) |
Resources
Life | 813/813 |
Steam | 100/100 |
Healing Factor | 1.5124420161895 |
Regeneration | 17.014972682132 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
Offense: Mainhand
Damage | 64 |
Accuracy | 64 |
Crit Chance | 36% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 64 |
Crit Chance | 36% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Physical | +12% |
Fire | +10% |
Arcane | +36% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +12% |
Mind | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 22 (57.155997060385%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 22 |
Mental Save | 30 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 36%( 70%) |
Physical | + 9%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 31%( 70%) |
Mind | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Bleed Resistance | 40% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Poison Resistance | 40% |
Instadeath Resistance | 100% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 3 turns. 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 136% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Gunner training | 1.47 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Orc | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases defense by 20. Mobile Defense |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Mag +2 Con dps ---------- Dmg.mod +9% darkness Res.pen +5% cold ----- def ----- Armour +7 ---------- misc Infravis +2 Talents +3 Rocket Boots A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Ego+] Arcane/Master Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 Ranged+ +9 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +10% mind ----- def ----- Resists +15% mind +18% light +5% arcane ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Silence- +30% Confus- +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. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +12 Str dps ---------- Phys.pwr +35 (+12 eff.) Dmg.mod +12% physical ----- def ----- Armour +3 Resists +3% physical Die.at -40.00 life ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +5% Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Light +2 Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +9 (+4 eff.) ----- def ----- Max.HP +51.00 HP.reg +7.00 Heal.mod +14% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Resists +21% acid +16% fire +15% lightning +12% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.17 Steamtech/Gunner training Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +16.0% Atk.spd 100% Range +7 Proj.spd +700% Ranged+ +8 cold +16 physical +7 fire Uses 2.0 Steam While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% cold +10% fire Acc +8 (+2 eff.) ---------- misc Reload +3 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +17 (+4 eff.) Mind.save +8 (+4 eff.) Proj.slow +15% Stealth +7 A belt that goes around your waist. |
In off hand | ![]() 4.0 T4 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +34 Crit +20.0% Atk.spd 100% Range +9 Proj.spd +800% On Hit: 10% Arcane Vortex 4 Uses 2.0 Steam While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +12% arcane ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +15.00% ----- def ----- Defense +8 (+2 eff.) Resists +6% lightning +15% fire +18% light Phys.save +12 (+6 eff.) Stealth +7 Heal.mod +20% Teleport- +20% 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 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+3 eff.) Crit.chn- 7% HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 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 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 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 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 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Con ----- def ----- Resists +13% nature +13% blight Poison- +25% Disease- +29% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% light +12% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Mind.save +5 (+3 eff.) Confus- +28% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 133% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 27 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +11% fire Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +0.0% Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +6 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% lightning Acc +8 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +6 (+1 eff.) Fatigue -5% Phys.save +11 (+6 eff.) ---------- misc Max.enc +21 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Normal] While equipped: A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+1 eff.) Apr +7 ----- def ----- Armour +2 Resists +8% blight Spell.save +10 (+5 eff.) 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 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 5 nature Dmg.mod +5% nature +3% arcane ----- def ----- Armour +2 Resists +6% nature 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 T3 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +6% nature +12% acid Silence- +0% A hat made of leather. Very stylish. This object's appearance was changed to Invisible. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.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 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 48% ----- def ----- Resists +18% acid +5% arcane +3% lightning ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +57.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 70% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
potent pain suppressor salve [power 210] potent pain suppressor salve [power 210]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Let you fight up to -210 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 22] powerful fiery salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 303] powerful healing salve [power 303]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Heal 303 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 262] powerful pain suppressor salve [power 262]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Let you fight up to -262 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. |
powerful water salve [power 22] powerful water salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 74% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T2 shot ammo [Ego++] Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +16.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 1 Call a trained yeti for help. Uses 1 power out of 1/8 Call a trained yeti to your side. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +2 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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. |
Achievements
By Frug the Orc Gunslinger level 13
40th Retaking 124th year of Ascendancy at 05:10 see stats
By Frug the Orc Gunslinger level 26
17th Pain 124th year of Ascendancy at 17:45 see stats
By Frug the Orc Gunslinger level 11
31st Retaking 124th year of Ascendancy at 15:28 see stats
By Frug the Orc Gunslinger level 29
44th Pain 124th year of Ascendancy at 01:01 see stats
By Frug the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 22:00 see stats
By Frug the Orc Gunslinger level 20
38th Revenge 124th year of Ascendancy at 05:55 see stats
By Frug the Orc Gunslinger level 30
44th Pain 124th year of Ascendancy at 05:57 see stats
By Frug the Orc Gunslinger level 34
27th Dearth 124th year of Ascendancy at 01:07 see stats
By Frug the Orc Gunslinger level 25
15th Pain 124th year of Ascendancy at 08:12 see stats
By Frug the Orc Gunslinger level 15
21st Revenge 124th year of Ascendancy at 13:15 see stats
By Frug the Orc Gunslinger level 35
24th Destruction 124th year of Ascendancy at 20:46 see stats
Log
Talent Track is ready to use.
Frug uses Track.
Talent Track is ready to use.
Frug uses Track.
Talent Track is ready to use.
Frug uses Track.
Talent Track is ready to use.
Frug uses Track.
There is a Way into the caves here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Talent Track is ready to use.
Frug uses Track.
There is a Way into the caves here (press '' or right click to use).
Talent Track is ready to use.
Frug uses Track.
You collect a new ingredient: lump of stralite (1).
You gain 2.15 gold from the melting of slimey pouch of stralite shots of accuracy (23/23, 154% power, 5 apr).
You gain 17.50 gold from the melting of Blackfire Aegis (8 def, 18 armour, 235 block).
You gain 0.20 gold from the melting of hardened leather hat (0 def, 3 armour).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of stralite steamsaw 'Burnkarma' (65% power, 0 apr).
You gain 25.00 gold from the melting of Corruptionking.
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite dagger (138% power, 9 apr).
You gain 24.03 gold from the melting of stralite amulet 'Glacierkiss'.
You gain 1.56 gold from the melting of blink rune (range 5; phase 11; cd 16).
There is a previous level here (press '' or right click to use).