












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Orcs | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 26 / 40% | 
| Size | big | 
| Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 15:48/ 83 Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 16:31 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 05:51 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 06:05 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 06:20 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 06:29 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 06:39 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 07:04 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 07:26 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 07:51 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 07:58 Killed by Gunsnake at level 7 on the 20th Retaking 124th year of Ascendancy at 08:09 Killed by giant brown rat at level 8 on the 20th Retaking 124th year of Ascendancy at 18:54 Killed by Yeti Patriarch at level 8 on the 21st Retaking 124th year of Ascendancy at 12:20 Killed by whitehoof ghoul at level 11 on the 29th Retaking 124th year of Ascendancy at 02:41 Killed by ghoul at level 12 on the 29th Retaking 124th year of Ascendancy at 23:20 Killed by whitehoof ghoul at level 12 on the 30th Retaking 124th year of Ascendancy at 02:32 Killed by Velemisewen the whitehoof ghoul at level 12 on the 30th Retaking 124th year of Ascendancy at 05:35 Killed by Velemisewen the whitehoof ghoul at level 12 on the 30th Retaking 124th year of Ascendancy at 05:51 Killed by whitehoof ghoul at level 12 on the 30th Retaking 124th year of Ascendancy at 09:27 Killed by hgj at level 13 on the 31st Retaking 124th year of Ascendancy at 01:56 Killed by whitehoof ghoul at level 13 on the 31st Retaking 124th year of Ascendancy at 03:42 Killed by Nektosh the One-Horned at level 13 on the 31st Retaking 124th year of Ascendancy at 03:52 Killed by Nektosh the One-Horned at level 13 on the 31st Retaking 124th year of Ascendancy at 04:11 Killed by Nektosh the One-Horned at level 13 on the 31st Retaking 124th year of Ascendancy at 04:28 Killed by whitehoof ghoul at level 13 on the 31st Retaking 124th year of Ascendancy at 05:49 Killed by Nektosh the One-Horned at level 13 on the 31st Retaking 124th year of Ascendancy at 06:14 Killed by Nektosh the One-Horned at level 13 on the 31st Retaking 124th year of Ascendancy at 06:47 Killed by steam giant gunslinger at level 15 on the 14th Revenge 124th year of Ascendancy at 06:00 Killed by steam giant guard at level 15 on the 14th Revenge 124th year of Ascendancy at 10:51 Killed by sunwall vindicator at level 16 on the 17th Revenge 124th year of Ascendancy at 22:24 Killed by sun-mage at level 16 on the 18th Revenge 124th year of Ascendancy at 00:30 Killed by astral conjurer at level 17 on the 18th Revenge 124th year of Ascendancy at 23:18 Killed by sunwall vindicator at level 17 on the 18th Revenge 124th year of Ascendancy at 23:42 Killed by sunwall archer at level 17 on the 19th Revenge 124th year of Ascendancy at 00:55 Killed by Outpost Leader John at level 17 on the 19th Revenge 124th year of Ascendancy at 12:36 Killed by sunwall vindicator at level 18 on the 20th Revenge 124th year of Ascendancy at 02:35 Killed by sunwall archer at level 18 on the 20th Revenge 124th year of Ascendancy at 03:02 Killed by anorithil at level 18 on the 20th Revenge 124th year of Ascendancy at 04:15 Killed by troll pirate at level 18 on the 23rd Revenge 124th year of Ascendancy at 13:19 Killed by troll pirate at level 18 on the 24th Revenge 124th year of Ascendancy at 18:20 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 18:48 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 19:09 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 19:20 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 19:35 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 20:14 Killed by troll captain at level 19 on the 24th Revenge 124th year of Ascendancy at 20:36 Killed by troll captain at level 19 on the 24th Revenge 124th year of Ascendancy at 20:52 Killed by troll pirate at level 19 on the 24th Revenge 124th year of Ascendancy at 21:28 Killed by black mamba at level 19 on the 24th Revenge 124th year of Ascendancy at 22:36 Killed by sewer alligator at level 19 on the 25th Revenge 124th year of Ascendancy at 01:03 Killed by troll marauder at level 19 on the 25th Revenge 124th year of Ascendancy at 01:47 Killed by temporal stalker at level 19 on the 25th Revenge 124th year of Ascendancy at 02:18 Killed by temporal stalker at level 19 on the 25th Revenge 124th year of Ascendancy at 02:41 Killed by sewer alligator at level 19 on the 25th Revenge 124th year of Ascendancy at 03:00 Killed by troll guard at level 19 on the 25th Revenge 124th year of Ascendancy at 03:25 Killed by master vampire at level 19 on the 25th Revenge 124th year of Ascendancy at 03:51 Killed by sewer alligator at level 19 on the 25th Revenge 124th year of Ascendancy at 05:30 Killed by large white snake at level 19 on the 25th Revenge 124th year of Ascendancy at 07:17 Killed by Lord of Skulls (warrior) at level 19 on the 25th Revenge 124th year of Ascendancy at 07:30 Killed by Lord of Skulls (warrior) at level 19 on the 25th Revenge 124th year of Ascendancy at 07:44 Killed by Lord of Skulls (warrior) at level 19 on the 25th Revenge 124th year of Ascendancy at 07:53 Killed by armoured skeleton warrior at level 20 on the 25th Revenge 124th year of Ascendancy at 08:08 Killed by Lord of Skulls (warrior) at level 20 on the 25th Revenge 124th year of Ascendancy at 08:20 Killed by Lord of Skulls (warrior) at level 20 on the 25th Revenge 124th year of Ascendancy at 08:32 Killed by troll captain at level 20 on the 26th Revenge 124th year of Ascendancy at 18:02 Killed by umbral horror at level 20 on the 27th Revenge 124th year of Ascendancy at 15:41 Killed by Layirethra the troll aquamancer at level 20 on the 27th Revenge 124th year of Ascendancy at 17:41 Killed by Admiral Korbek at level 20 on the 27th Revenge 124th year of Ascendancy at 18:49 Killed by High Sun Paladin Aeryn at level 21 on the 3rd Pain 124th year of Ascendancy at 01:00 Killed by Beanhrel the shalore at level 21 on the 29th Pain 124th year of Ascendancy at 11:18 Killed by Mindwall at level 21 on the 31st Pain 124th year of Ascendancy at 03:22 Killed by orc blood mage (subdued) at level 24 on the 31st Pain 124th year of Ascendancy at 06:40 Killed by armoured skeleton warrior at level 24 on the 31st Pain 124th year of Ascendancy at 07:40 Killed by armoured skeleton warrior at level 24 on the 31st Pain 124th year of Ascendancy at 07:53 Killed by orc pyromancer (subdued) at level 24 on the 31st Pain 124th year of Ascendancy at 18:46 Killed by orc high pyromancer (subdued) at level 24 on the 31st Pain 124th year of Ascendancy at 18:55 Killed by Ivytira the ogre warmaster at level 25 on the 32nd Pain 124th year of Ascendancy at 12:30 Killed by orc berserker (subdued) at level 25 on the 32nd Pain 124th year of Ascendancy at 13:10 Killed by Mindcontrol Pillar at level 25 on the 32nd Pain 124th year of Ascendancy at 13:29 Killed by Ivytira the ogre warmaster at level 25 on the 32nd Pain 124th year of Ascendancy at 15:35 Killed by decaying devourer at level 25 on the 32nd Pain 124th year of Ascendancy at 23:41 Killed by Velawyn the ogre mauler at level 25 on the 33rd Pain 124th year of Ascendancy at 01:21 | 
Primary Stats
| Strength | 36 (base 10) | 
| Dexterity | 53 (base 48) | 
| Constitution | 35 (base 11) | 
| Magic | 9 (base 10) | 
| Willpower | 15 (base 10) | 
| Cunning | 41 (base 40) | 
Resources
| Life | 629/629 | 
| Steam | 100/100 | 
| Healing Factor | 1.5285859665669 | 
| Regeneration | 12.453897606525 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 32 | 
| Accuracy | 46 | 
| Crit Chance | 17% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 32 | 
| Accuracy | 46 | 
| Crit Chance | 17% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 19 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
| Fire | +20% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +5% | 
Defense: Base
| Armour (hardiness) | 13 (30%) | 
| Defense | 39 | 
| Ranged Defense | 39 | 
| Fatigue | 15 | 
| Physical Save | 31 | 
| Spell Save | 23 | 
| Mental Save | 24 | 
Defense: Resistances
| Nature | + 20%( 70%) | 
| Blight | + 20%( 70%) | 
| Fire | + 16%( 70%) | 
| Cold | + 45%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 98% | 
Inscriptions (3/3)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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%. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Elusiveness | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Race / Orc | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Automated Cloak Tessellation | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 Unicorn A 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!Homeland They 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.Stargazers Our 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 | 
| 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 Stars With 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 Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 10% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (54 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (94 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. | 
| Quiver |  pouch of iron shots (20/20, 15-18 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. | 
| Light source |  scorching brass lantern of health Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. | 
| On fingers |  Galrawe Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Changes resistances penetration: +5% blight Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+4 eff.) Mana each turn: +0.12 Spellpower: +10 (+5 eff.) Rings make your fingers look great! | 
| On fingers |  savage's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +2 Con Spell save: +11 (+5 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 110% 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! | 
| Around neck |  Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each 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 |  Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. | 
| Around waist |  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. | 
| In off hand |  Glacia Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. | 
| Cloak |  Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
| Main armor |  rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. | 
Inventory
|  shielding rune of the wizard (absorb 101; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 101 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  2 schematic: Explosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mental Stimulator Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Poison Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spike Attachment Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamsaw Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunder Grenade Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! | 
|  Flashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 130% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" | 
|  Titan Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 175% Firing range: +3 Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. | 
|  iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  mighty iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  kruk cloak (0 def, 0 armour) 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 A stylish kruk-style cloak, to look awesome. | 
|  pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. | 
|  Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  3 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. | 
|  5 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Cut Drem Arm Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. | 
|  Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  poster 0.00 Encumbrance. Type: lore / lore It can be used to read it. An advertisement poster. | 
|  Yeti's Muscle Tissue (Behemoth) Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Yeti's Muscle Tissue (Patriarch) Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. | 
| simple frost salve [power 11]simple frost salve [power 11] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 135]simple healing salve [power 135] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 135 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  storming pouch of iron shots (12/12, 16-20 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Damage (Ranged): +8 lightning Damage (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. | 
|  Stralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  elm totem of stinging [power 116]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  5 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Across the Narrow Sea (Exploration mode)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Exploration mode)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By hgj the Orc Gunslinger level 17
19th Revenge 124th year of Ascendancy at 13:06 see stats
 I did not want that! (Exploration mode)
			Tricked Nektosh into killing one of his own people.
			I did not want that! (Exploration mode)
			Tricked Nektosh into killing one of his own people.By hgj the Orc Gunslinger level 13
31st Retaking 124th year of Ascendancy at 03:52 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By hgj the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 13:08 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By hgj the Orc Gunslinger level 20
25th Revenge 124th year of Ascendancy at 08:05 see stats
 Reclaiming Garkul's Heritage (Exploration mode)
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage (Exploration mode)
			Freed the remnants of the Prides from the Internment Camp.By hgj the Orc Gunslinger level 25
33rd Pain 124th year of Ascendancy at 01:34 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By hgj the Orc Gunslinger level 20
25th Revenge 124th year of Ascendancy at 10:33 see stats
 We weren't kidding! (Exploration mode)
			Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.
			We weren't kidding! (Exploration mode)
			Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By hgj the Orc Gunslinger level 13
31st Retaking 124th year of Ascendancy at 03:52 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way back here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
You collect a new ingredient: lump of steel (1).
You gain 2.33 gold from the melting of radiant steel plate armour (0 def, 9 armour).
You gain 0.54 gold from the melting of grounding hardened leather hat (0 def, 3 armour).
You gain 23.02 gold from the melting of pair of hardened leather boots 'Tesahad' (0 def, 3 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.11 gold from the melting of dwarven-steel waraxe of enduring (18-25 power, 4 apr).
You gain 4.23 gold from the melting of surging yew starstaff of fate (20-24 power, 4 apr, temporal element).
You gain 6.82 gold from the melting of lifebinding yew magestaff of illumination (20-24 power, 4 apr, arcane element).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.07 gold from the melting of plaguebringer's dwarven-steel greatsword of massacre (45-72 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.25 gold from the melting of arcing steel greatmaul of shearing (30-45 power, 2 apr).
There is a way to the Gorbat section here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the Rak'Shor section here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
There is a way back here (press '' or right click to use).
There is a Entrance to the Pride's Internment Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.



















































