














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.2This 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 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 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:
ZOmnibus Addon Pack 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 29 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 10:13 0 / 7Killed by Captured Yeti Behemoth at level 17 on the 7th Revenge 124th year of Ascendancy at 16:19 Killed by Gonor the whitehoof ghoul at level 19 on the 14th Revenge 124th year of Ascendancy at 11:52 Killed by Arema the larvae bloated ritch mother at level 23 on the 42nd Revenge 124th year of Ascendancy at 15:07 Killed by Morc's Inner Demon at level 23 on the 42nd Revenge 124th year of Ascendancy at 15:55 Killed by Ladi the shalore at level 29 on the 49th Revenge 124th year of Ascendancy at 05:59 Killed by Dadassidrit the shalore at level 29 on the 49th Revenge 124th year of Ascendancy at 06:26 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 58 (base 54) |
| Constitution | 31 (base 12) |
| Magic | 13 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | -218/672 |
| Steam | 93/100 |
| Healing Factor | 1.36120222973 |
| Regeneration | 11.471793610682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 64 |
| Crit Chance | 30% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 64 |
| Crit Chance | 30% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +17% |
| Fire | +14% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 14 (38.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 37 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 44%( 70%) |
| All | + 7%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Willpower 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 121% efficiency and cooldown mod of 50%. 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | dreamer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +9 (+3 eff.) A pair of boots made of leather. |
| Quiver | Star Shot (20/20, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: ---------- misc Talents +3 Magnetic Shell Intense heat radiates from this powerful shot. |
| Light source | ethereal alchemist's lamp of illusion0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +13 (+7 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Prismream' (7 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Cun dps ---------- Acc +8 (+2 eff.) Melee Ret 4 light On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +9% acid +12% light +3% blight Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Silence- +20% A hat made of leather. Very stylish. |
| On hands | brawler's hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Acc +4 (+1 eff.) Apr +7 ----- def ----- Armour +2 Resists +11% blight Phys.save +5 (+3 eff.) Spell.save +9 (+4 eff.) ---------- misc Talents +1 Sand Shredder Cooldown Double Strike -1 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 | extending ash wand of shielding [power 182] (19/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Chizilador'0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +4 Wil +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% arcane ----- def ----- Resists +9% mind Spell.save +3 (+1 eff.) Mind.save +14 (+4 eff.) HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +25% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 31 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | blazebringer's steel steamgun of piercing 4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +14 Crit +8.0% Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +15 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +7% fire +7% all Acc +7 (+2 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | kruk cloak (0 def, 0 armour) 2.0 T1 cloak armor [Cosmetic Item] While equipped: ----- def ----- Resists +10% nature +10% cold A stylish kruk-style cloak, to look awesome. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
heroism infusion (die at -111; dur 6; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -111 life. The duration and life will increase by 1% for every 1% life you have lost (currently 258 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Back Support0.1 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. |
2 schematic: Focus Lens0.1 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. |
2 schematic: Razor Edge0.1 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. |
schematic: Steamsaw0.1 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. |
schematic: Thunderclap Coating0.1 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. |
2 schematic: Waterproof Coating0.1 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. |
psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
infernal elven-wood magestaff of protection (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +22.00% Spell.pwr +17 (+3 eff.) Melee+ 23 fire Dmg.mod +25% fire ----- def ----- Resists +12% fire ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic stralite dagger (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +26 acid +14 nature While equipped: dps ---------- Res.pen +12% acid +10% nature Apr +11 Sharp, short and deadly. |
quick stralite dagger of rage (30-40 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str +2 Dex dps ---------- Phys.spd +10% Dmg.mod +9% physical Acc +26 (+6 eff.) Sharp, short and deadly. |
Aryvea the Frozenqueen4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Dmg.mod +9% mind Res.pen +20% cold ----- def ----- Spell.save +12 (+5 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 ---------- misc Max.hate +4.00 Slings are used to hurl stones or metal shots at your foes. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
pouch of dwarven-steel shots of accuracy (19/19, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
stargazer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +5 (+1 eff.) Dmg.mod +7% light +15% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of the void (6 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 darkness Ranged+ 6 darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% darkness +11% temporal HP.reg +3.90 Def/telep +14 Res/telep +14% Dur/telep +14% ---------- misc Stam/turn +0.90 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A suit of armour made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Badir the Sparklash (8 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 6 lightning ----- def ----- Armour +3 Defense +8 (+3 eff.) Resists +2% physical ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Max.psi +50.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +10% lightning +8% temporal ---------- misc Stam/turn +0.80 Max.stam +18.00 A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
hardened leather hat 'Zevon' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +3% physical +12% acid Phys.save +9 (+5 eff.) Mind.save +7 (+2 eff.) Blind- +20% Silence- +0% Pinning- +10% Knockbk- +10% A hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Silence- +0% ---------- 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. |
Duvidemas the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +1 Wil +5 Cun ----- def ----- Armour +7 Fatigue +3% Resists +18% darkness +6% temporal Blind- +20% Cut- +20% Silence- +0% ---------- misc Infravis +4 A cap made of leather. |
Singeshine (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Mind.pwr +20 (+6 eff.) Dmg.mod +3% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +9% nature Phys.save +10 (+5 eff.) Silence- +0% A pointy cloth hat, very wizardly... |
insulating dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
16 aquamarine0.0 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. |
7 opal0.0 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. |
18 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst0.0 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. |
26 onyx0.0 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. |
47 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
48 emerald0.0 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. |
46 garnet0.0 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. |
33 quartz0.0 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. |
Prothotipe's Prismatic Eye0.0 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. |
Burning Star1.0 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Automated Portable Extractor0.0 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. |
crude focus lens0.0 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 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. 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. |
simple healing salve [power 151] simple healing salve [power 151]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 151 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 245] powerful healing salve [power 245]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 245 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Dairikhad the Splendourbreeze (dig speed 32 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +13% nature +6% lightning Res.pen +15% nature +5% light ----- def ----- Resists +11% nature +9% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 354/400 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. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Morc the Orc Gunslinger level 14
24th Retaking 124th year of Ascendancy at 12:59 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Morc the Orc Gunslinger level 20
16th Revenge 124th year of Ascendancy at 00:39 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Morc the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 16:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Morc the Orc Gunslinger level 20
15th Revenge 124th year of Ascendancy at 14:22 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Morc the Orc Gunslinger level 25
44th Revenge 124th year of Ascendancy at 04:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Morc the Orc Gunslinger level 16
7th Revenge 124th year of Ascendancy at 05:28 see stats
Log
Morc receives 333 healing.
Something hits Morc for (41 flat reduction), 160 light (160 total damage).
Ladi the shalore returns to normal.
Ladi the shalore casts Searing Light.
Ladi the shalore's spell attains critical power!
Dadassidrit the shalore's defensive darkness area effect hits Ladi the shalore for (47 to bones), 0 darkness (0 total damage).
Dadassidrit the shalore's light area effect hits Morc for (41 flat reduction), 66 light (66 total damage).
Dadassidrit the shalore's darkness area effect hits Morc for (41 flat reduction), 29 darkness (29 total damage).
Ladi the shalore's light area effect hits Morc for (41 flat reduction), 118 light (118 total damage).
Morc uses Slip Away.
Morc is not stunned anymore.
Dadassidrit the shalore's defensive darkness area effect hits Ladi the shalore for 47 darkness damage.
Morc activates his extending ash wand of shielding!
A shield forms around Morc.
Morc has been beckoned.
Ladi the shalore casts Moonlight Ray.
Your shield crumbles under the damage!
The shield around Morc crumbles.
Dadassidrit the shalore's defensive darkness area effect hits Ladi the shalore for 47 darkness damage.
Dadassidrit the shalore's darkness area effect hits Dadassidrit the shalore for 65 darkness damage.
Ladi the shalore hits Morc for (41 flat reduction), (182 absorbed), 1 darkness (1 total damage).
Dadassidrit the shalore casts Moonlight Ray.
Dadassidrit the shalore's spell attains critical power!
Morc is jolted to attention by the damage and is no longer being beckoned.
Morc is no longer beckoned.
Dadassidrit the shalore hits Morc for (41 flat reduction), 417 darkness (417 total damage).
Morc the level 29 orc gunslinger was shadowed to death by Dadassidrit the shalore on level 1 of Ambush!.

































































































