















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses: 
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Gunslinger | 
| Level / Exp | 13 / 72% | 
| Size | medium | 
| Lifes / Deaths | Killed by worm that walks at level 13 on the 9th Flare 122nd year of Ascendancy at 22:181 / 4 Killed by worm that walks at level 13 on the 10th Flare 122nd year of Ascendancy at 08:02 Killed by worm that walks at level 13 on the 10th Flare 122nd year of Ascendancy at 12:03 Killed by gun 2 at level 13 on the 10th Flare 122nd year of Ascendancy at 12:07 | 
Primary Stats
| Strength | 19 (base 10) | 
| Dexterity | 51 (base 37) | 
| Constitution | 15 (base 11) | 
| Magic | 8 (base 10) | 
| Willpower | 14 (base 10) | 
| Cunning | 43 (base 30) | 
Resources
| Life | 356/356 | 
| Steam | 106/106 | 
| Healing Factor | 1.2760311219418 | 
| Regeneration | 6.3163540536117 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -58.333333333333% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 30 | 
| Accuracy | 44 | 
| Crit Chance | 20% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 30 | 
| Accuracy | 44 | 
| Crit Chance | 20% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +20% | 
| Acid | +6% | 
| Fire | +15% | 
| Physical | +9% | 
| Mind | +3% | 
| Nature | +6% | 
Offense: Damage Penetration
| Arcane | +15% | 
| Temporal | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 24 (69.007671158813%) | 
| Defense | 49 | 
| Ranged Defense | 49 | 
| Fatigue | 0 | 
| Physical Save | 18 | 
| Spell Save | 8 | 
| Mental Save | 38 | 
Defense: Resistances
| Darkness | + 3%( 70%) | 
| Light | + 5%( 70%) | 
| Fire | + 35%( 70%) | 
| Mind | + 17%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 60% | 
| Confusion Resistance | 27% | 
| Stun Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Strength stat. | 
| 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 109% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. | 
| 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 123% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Elusiveness | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunslinging | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom.Escort: lone alchemist (level 1 of Heart of the Gloom) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair.Escort: lost defiler (level 3 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair.Escort: lost sun paladin (level 2 of Norgos Lair) As a reward you improved Strength by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. | active | 
Equipment
| On feet |  scholar's pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. | 
| Quiver |  hateful pouch of steel shots (13/21, 20-23 power, 2 apr) 3.0 T2 shot ammo [Ego+] Psionic Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +9 darkness Against +8% Living While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  brass lantern 'Gunurand' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 17% ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Stormjustice (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +7 Lck +2 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% lightning Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +11% mind Mind.save +19 (+7 eff.) Confus- +27% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A hat made of leather. Very stylish. | 
| On hands |  Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +60% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.91 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Tool |  Eremyfast the ash wand of shielding [power 242]  (22/26 cooldown) 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% mind Mind.save +6 (+2 eff.) Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  warrior's copper ring of fire (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +20% fire Rings make your fingers look great! | 
| Around neck |  Loryrak 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Con ----- def ----- Defense +15 (+5 eff.) Max.HP +20.00 Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Amulets make your neck look great! | 
| In main hand |  gunslinger's steel steamgun of lightning 4.0 T2 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 lightning On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Steampwr +7 (+3 eff.) Dmg.mod +8% lightning +9% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Flashpoint 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- 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!" | 
| Cloak |  linen cloak 'Filthbliss' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +6% nature Res.pen +15% arcane Acc +3 (+1 eff.) Apr +4 On Hit (Melee): * 10% chance to slow global speed by 44% * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +3% darkness +5% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  troll-hide cured leather armour of command (11 def, 10 armour) 9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +10 Hardiness +20% Defense +11 (+4 eff.) Fatigue +11% Mind.save +10 (+4 eff.) Max.HP +32.00 HP.reg +4.70 Heal.mod +12% A suit of armour made of leather. | 
Inventory
|  wild infusion (res 16%; magical; dur 3; cd 16) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of Reflection (--) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  blink rune (range 4; phase 12; cd 20) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  ethereal rune of the psychic (power 12; resist 12%; move 33%; dur 5; cd 21) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 33% faster, and you are invisible (power 12). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 76.74 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fireproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap 0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  warrior's steel amulet of strength (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
|  steel dagger of the mystic (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+7 eff.) Sharp, short and deadly. | 
|  stormbringer's dwarven-steel greatmaul (41-62 power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Nature Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +17 lightning +7 cold While equipped: dps ---------- Mov.spd +31% Res.pen +7% lightning +7% cold Massive two-handed mauls. | 
|  balanced steel greatsword of erosion (26-41 power, 2 apr) 3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed swords. | 
|  magelord's yew magestaff (20-24 power, 4 apr, cold element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Spell.pwr +15 (+11 eff.) Melee+ 15 arcane Dmg.mod +20% cold ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  surging elm starstaff of illumination (10-12 power, 2 apr, temporal element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) S.pwr/crit +3 Dmg.mod +10% temporal ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 37.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  iron steamgun 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  arcing dwarven-steel steamsaw of reflection (19-28 power, 0 apr) 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Arcane/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% light +10% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  balanced steel steamsaw of daylight (16-23 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +9 light Against +8% Undead Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +3 Defense +9 (+3 eff.) Fatigue +6% Disarm- +26% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  iron steamsaw 'Blastveil' (12-17 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Melee+ +7 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun dps ---------- Dmg.mod +3% lightning +6% mind Res.pen +10% mind ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Equi/ret +0.04 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  kruk cloak (0 def, 0 armour) 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. | 
|  pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. | 
|  scouring rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Spell.save +8 (+8 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. | 
|  clarifying cashmere wizard hat of frost (+15%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +15% cold Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  spellwoven linen wizard hat of light (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... | 
|  cured leather armour 'Jetire' (12 def, 8 armour) 9.0 T2 light armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Resists +6% acid +12% cold +3% light Spell.save +3 (+3 eff.) Mind.save +13 (+5 eff.) A suit of armour made of leather. | 
|  troll-hide hardened leather armour (9 def, 6 armour) 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +43.00 HP.reg +4.80 Heal.mod +11% A suit of armour made of leather. | 
|  iron plate armour (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. | 
|  rejuvenating dwarven-steel plate armour of clarity (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% mind Mind.save +12 (+4 eff.) HP.reg +2.10 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. | 
|  2 agate 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. | 
|  4 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe of endurance (dig speed 36 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's dwarven-steel pickaxe (dig speed 24 turns) 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  5 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 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. | 
|  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 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] 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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 132]simple healing salve [power 132] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 132 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  chilling pouch of dwarven-steel shots of wind (18/18, 30-37 power, 3 apr) 3.0 T3 shot ammo [Ego] Arcane/Nature Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% Ranged+ +5 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Shots are used with slings to pummel your foes to death. | 
|  pouch of iron shots (21/21, 16-20 power, 1 apr) 3.0 T1 shot ammo [Normal] Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 While equipped: Shots are used with slings to pummel your foes to death. | 
|  focusing dwarven-steel torque of clear mind [power 2]  (22/25 cooldown) 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  piercing ash totem of stinging [power 170]  (22/15 cooldown) 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  amethyst 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. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 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. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By gun 2 the Thalore Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 09:51 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By gun 2 the Thalore Gunslinger level 12
6th Flare 122nd year of Ascendancy at 03:20 see stats
 Utterly Destroyed
			Died on the Eidolon Plane.
			Utterly Destroyed
			Died on the Eidolon Plane.By gun 2 the Thalore Gunslinger level 13
10th Flare 122nd year of Ascendancy at 12:07 see stats
Log
Talent Double Shots is ready to use.
Epidemic from Worm that walks hits gun 2 for (14 flat reduction), (32 absorbed), 0 blight (0 total damage).
Something hits gun 2 for (14 flat reduction), (84 absorbed), 0 blight (0 total damage).
Gun 2 uses Double Shots.
Carrion worm mass performs a melee critical strike against gun 2!
Carrion worm mass hits gun 2 for (10 flat reduction), 0 physical (0 total damage).
Worm that walks resists!
Worm that walks is on fire!
Worm that walks is knocked back!
Epidemic from Worm that walks hits gun 2 for (14 flat reduction), (32 absorbed), 0 blight (0 total damage).
Gun 2's Double Shots hits Worm that walks for 31 physical, 8 darkness, 8 fire, 20 physical (68 total damage).
Burning from Gun 2 hits Worm that walks for 3 fire damage.
Worm that walks casts Drain.
Your shield crumbles under the damage!
The shield around gun 2 crumbles.
Worm that walks hits gun 2 for (14 flat reduction), (94 absorbed), 57 blight (57 total damage).
gun 2 the level 13 thalore gunslinger was debilitated by noxious blight before falling to death by a worm that walks on level 3 of Old Forest.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm that walks killed gun 2!
Saving game...
Saving done.
Talent Trick Shot is ready to use.
Talent Startling Shot is ready to use.
Talent Slip Away is ready to use.
Talent Explosive Shell is ready to use.
Personal New Achievement: Utterly Destroyed!















































