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! 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 Possessor Bonus Class 1.7.4Donators/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:
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 Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 30 / 62% |
Size | medium |
Lifes / Deaths | Killed by Orynhan the human at level 30 on the 44th Pain 124th year of Ascendancy at 08:01 / 1 |
Primary Stats
Strength | 35 (base 10) |
Dexterity | 67 (base 55) |
Constitution | 34 (base 14) |
Magic | 15 (base 10) |
Willpower | 28 (base 10) |
Cunning | 76 (base 60) |
Resources
Life | -121/692 |
Steam | 80/100 |
Healing Factor | 1.4072356631895 |
Regeneration | 14.982326743106 |
Speed
Mental | 0% |
Attack | +10% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 4 |
Infravision | 19 |
See Stealth | 34 |
See Invisible | 42 |
Offense: Mainhand
Damage | 60 |
Accuracy | 65 |
Crit Chance | 44% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 65 |
Crit Chance | 44% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 37% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
Lightning | +11% |
All | +5% |
Offense: Damage Penetration
Darkness | +27% |
Temporal | +17% |
All | +12% |
Defense: Base
Armour (hardiness) | 37 (76.987013568881%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 39 |
Mental Save | 54 |
Defense: Resistances
Darkness | + 6%( 70%) |
Fire | + 18%( 70%) |
Physical | + 12%( 70%) |
Mind | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 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 107% efficiency and cooldown mod of 53%. |
Implants | Effective talent level: 2.5 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%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Earthroar (0 def, 4 armour) Earthroar (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +4 Mag +8 Wil +4 Cun +9 Lck dps ---------- Dmg.mod +6% lightning Melee Ret 6 lightning 4 nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +4 Phys.save +8 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +9 (+3 eff.) Stealth +7 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
Quiver | Wind Worn Shot (25/25, 39-47 power, 15 apr) Wind Worn Shot (25/25, 39-47 power, 15 apr) 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +3 Voltaic Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | scorching alchemist's lamp of clarity scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Yeti Mind Controller (0 def, 4 armour) Yeti Mind Controller (0 def, 4 armour) 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Mind.save +12 (+4 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 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. |
On hands | Shadesweeper (0 def, 3 armour) Shadesweeper (0 def, 3 armour) 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% darkness +5% temporal ----- def ----- Armour +3 Resists +6% darkness HP.reg +2.00 ---------- misc Stam/turn +1.20 Max.stam +25.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | innervating ash wand of shielding [power 182] (19/20 cooldown) innervating 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 reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | painweaver's stralite ring of pilfering painweaver's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +16 (+5 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +5% all Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +14 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
On fingers | wizard's steel ring of sensing wizard's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +11 See.Invis +7 Rings make your fingers look great! |
Around neck | savior's gold amulet of vision savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +17 (+6 eff.) Mind.save +20 (+6 eff.) Blind- +17% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
In main hand | Talosis' Counterpoint Talosis' Counterpoint 4.0 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 On Hit: * splashes acid on your target dealing 52 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 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. |
Around waist | Samylerig Samylerig 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Dex +4 Wil +5 Cun +8 Lck dps ---------- Phys.crit +5.0% Crit.mult +6.00% Phys.pwr +5 (+2 eff.) Apr +2 ----- def ----- Defense +34 (+9 eff.) Mind.save +6 (+2 eff.) Stealth +8 Max.HP +57.00 ---------- misc T.Disarm +12 Infravis +4 Talents +3 Thunder Grenade A belt that goes around your waist. |
In off hand | S.H. Spear S.H. Spear 4.0 T3 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 53 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+2 eff.) Mind.pwr +10 (+3 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 62 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | volcanic cured leather armour of Eyal (6 def, 26 armour) volcanic cured leather armour of Eyal (6 def, 26 armour) 9.0 T2 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire Melee Ret 40 physical ----- def ----- Armour +26 Defense +6 (+2 eff.) Fatigue +8% Resists +12% fire +12% physical Max.HP +20.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 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: Fungal Web schematic: Fungal Web0.1 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. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 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: Magnetic Shell schematic: Magnetic Shell0.1 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: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 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: Spike Attachment schematic: Spike Attachment0.1 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: Thunder Grenade schematic: Thunder Grenade0.1 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. |
Sunstone 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? |
wizard's copper ring of light (+22%) wizard's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Titan Titan4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
hardened leather belt 'Tetorak' hardened leather belt 'Tetorak'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +5% arcane +9% blight Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-7 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
25 onyx 25 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. |
15 aquamarine 15 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. |
19 lapis lazuli 19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 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. |
14 topaz 14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
23 emerald 23 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor 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. |
36 garnet 36 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. |
Rod of Recall (1/1) 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. |
powerful healing salve [power 229] powerful healing salve [power 229]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 229 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. 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 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
psychokinetic pouch of steel shots of crippling (20/20, 17-20 power, 2 apr) psychokinetic pouch of steel shots of crippling (20/20, 17-20 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 20 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 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. |
iron grip iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel voltaic sentry steel voltaic sentry0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
well-made rustproof coating well-made rustproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +30% acid 30% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
9 amethyst 9 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. |
18 quartz 18 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. |
Achievements
By PIEW the Orc Gunslinger level 12
19th Retaking 124th year of Ascendancy at 04:21 see stats
By PIEW the Orc Gunslinger level 17
42nd Retaking 124th year of Ascendancy at 15:07 see stats
By PIEW the Orc Gunslinger level 28
24th Pain 124th year of Ascendancy at 20:11 see stats
By PIEW the Orc Gunslinger level 15
30th Retaking 124th year of Ascendancy at 22:24 see stats
By PIEW the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 07:09 see stats
By PIEW the Orc Gunslinger level 20
19th Revenge 124th year of Ascendancy at 16:17 see stats
By PIEW the Orc Gunslinger level 30
42nd Pain 124th year of Ascendancy at 10:27 see stats
By PIEW the Orc Gunslinger level 22
46th Revenge 124th year of Ascendancy at 07:53 see stats
By PIEW the Orc Gunslinger level 19
19th Revenge 124th year of Ascendancy at 01:34 see stats
Log
Breasell the human performs a melee critical strike against PIEW!
Breasell the human revels in the spilt blood and grows stronger!
PIEW is dazed!
PIEW is crippled.
Breasell the human hits PIEW for (34 flat reduction), 270 physical, (14 flat reduction), 0 acid, (11 flat reduction), 0 fire, (33 flat reduction), 0 light, (7 flat reduction), 0 fire (270 total damage).
Melee retaliation hits Breasell the human for 6 lightning, 7 fire, 4 nature, 30 physical (46 total damage).
PIEW activates his innervating ash wand of shielding!
A shield forms around PIEW.
Orynhan the human casts Firebeam.
Orynhan the human's spell attains critical power!
PIEW is not dazed anymore.
Orynhan the human casts Sunburst.
Your shield crumbles under the damage!
The shield around PIEW crumbles.
Orynhan the human hits PIEW for (34 flat reduction), (64 absorbed), 0 fire, (34 flat reduction), (118 absorbed), 158 light (158 total damage).
Breasell the human uses Twist the Knife.
PIEW is dazed!
PIEW's Cripple from Breasell the human was extended!
PIEW's Dazed was extended!
Breasell the human hits PIEW for (34 flat reduction), 235 physical, (15 flat reduction), 0 acid, (11 flat reduction), 0 fire, (34 flat reduction), 2 light, (7 flat reduction), 0 fire (236 total damage).
Melee retaliation hits Breasell the human for 5 lightning, 6 fire, 3 nature, 26 physical (39 total damage).
PIEW weaves his cloak!
PIEW's tinker attains critical power!
PIEW's fire area effect hits Breasell the human for 42 fire damage.
Orynhan the human casts Firebeam.
PIEW is not dazed anymore.
Orynhan the human hits PIEW for (34 flat reduction), 24 fire (24 total damage).
PIEW the level 30 orc gunslinger was flamed to death by Orynhan the human on level 1 of Ambush!.