Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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! 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 28 / 29% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 13 on the 32nd Retaking 124th year of Ascendancy at 00:10 0 / 7Killed by fire wyrm at level 16 on the 41st Retaking 124th year of Ascendancy at 14:18 Killed by multi-hued drake at level 17 on the 43rd Retaking 124th year of Ascendancy at 01:25 Killed by multi-hued drake at level 17 on the 43rd Retaking 124th year of Ascendancy at 01:36 Killed by Zorkonaut at level 20 on the 49th Retaking 124th year of Ascendancy at 07:35 Killed by Brawnfi the human at level 28 on the 17th Revenge 124th year of Ascendancy at 03:38 Killed by Bethiwyn the steam giant gunslinger at level 28 on the 25th Revenge 124th year of Ascendancy at 08:33 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 65 (base 54) |
Constitution | 30 (base 19) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 54 (base 45) |
Resources
Life | -62/686 |
Steam | 100/100 |
Healing Factor | 1.2892147729954 |
Regeneration | 4.189948012235 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 11 |
See Stealth | 27 |
See Invisible | 20 |
Offense: Mainhand
Damage | 49 |
Accuracy | 65 |
Crit Chance | 29% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 65 |
Crit Chance | 29% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +30% |
Fire | +22% |
All | 0% |
Offense: Damage Penetration
Light | +18% |
All | +13% |
Defense: Base
Armour (hardiness) | 25 (63.914983985962%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 37 |
Defense: Resistances
Blight | + 8%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 35%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Fire | + 13%( 70%) |
Darkness | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Teleport Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 15% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +7% fire +7% cold Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +0.60 Max.stam +26.00 A pair of boots made of leather. This object's appearance was changed to Frost Treads. |
Quiver | pouch of dwarven-steel shots of crippling (19/19, 133% power, 3 apr) pouch of dwarven-steel shots of crippling (19/19, 133% power, 3 apr) 3.0 T3 shot ammo [Ego+] Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Lisomirin the Radiancespawner Lisomirin the Radiancespawner1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +4 Mag +4 Cun dps ---------- Dmg.mod +15% light ----- def ----- Resists +6% light +6% fire Max.HP +51.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | 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 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
On hands | scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +13 (+6 eff.) ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Wyrmbreath. |
Tool | elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's gold ring of sensing warrior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +24% ---------- misc Infravis +4 See.Stealth +12 See.Invis +5 Rings make your fingers look great! |
On fingers | Firerain Firerain0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Melee Ret 10 fire ----- def ----- Defense +20 (+6 eff.) Resists +6% darkness Mind.save +6 (+3 eff.) Stun/Frz- +20% Rings make your fingers look great! |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | steel steamgun 'Blindsnake' steel steamgun 'Blindsnake' 4.0 T2 steamgun 1H weapon [Random Unique] 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 fire On Hit.r1 +4 fire +12 light +60 20% chance of physical repulsion On Crit.r2 +8 light Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% light +22% fire Res.pen +5% light +6% all Acc +15 (+3 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Flashpoint. |
Around waist | blurring hardened leather belt of recklessness blurring hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Stealth +7 A belt that goes around your waist. |
In off hand | dwarven-steel steamgun of piercing dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +9 (+2 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | cashmere cloak 'Morningnull' (2 def, 0 armour) cashmere cloak 'Morningnull' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +18% cold +3% temporal +9% lightning Phys.save +8 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
Main armor | enlightening hardened leather armour of Eyal (9 def, 14 armour) enlightening hardened leather armour of Eyal (9 def, 14 armour) 9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Melee Ret 20 physical ----- def ----- Armour +14 Defense +9 (+3 eff.) Fatigue +9% Mind.save +13 (+5 eff.) Max.HP +27.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
Inventory
schematic: Flash Powder schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve 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: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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? |
steel amulet of murder steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+1 eff.) Apr +12 Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
cleansing gold amulet of constitution (+2) cleansing gold amulet of constitution (+2)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +10% nature +10% blight Poison- +23% Disease- +20% Amulets make your neck look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
savior's steel ring of sensing savior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +10 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
steel ring of frost (+22%) steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
steel ring of tenacity steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
dwarven-steel battleaxe of enduring (133% power, 2 apr) dwarven-steel battleaxe of enduring (133% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Con +12 Wil ----- def ----- Max.HP +52.00 Massive two-handed battleaxes. |
mage-hunter's cured leather sling mage-hunter's cured leather sling4.0 T2 sling 1H weapon [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Ranged): * 5 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of piercing hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +7% all Acc +8 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of piercing hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% all Acc +10 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Talosis' Counterpoint Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
gunslinger's steel steamgun gunslinger's steel steamgun4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +6 (+1 eff.) Dmg.mod +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. This object's appearance was changed to Flashpoint. |
pouch of iron shots (20/20, 111% power, 1 apr) pouch of iron shots (20/20, 111% power, 1 apr)3.0 T1 shot ammo [Normal] Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
Layuwyn (21/21, 128% power, 2 apr) Layuwyn (21/21, 128% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 128% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 21 Ranged+ +12 mind On Hit: * 20% chance to reduce armor by 20% * 10% chance to reduce all saves and defense by 28 * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns 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. |
arcing pouch of steel shots of accuracy (21/21, 122% power, 2 apr) arcing pouch of steel shots of accuracy (21/21, 122% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 25 damage Shots are used with slings to pummel your foes to death. |
insulating rough leather belt of burglary insulating rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Lck ----- def ----- Resists +6% fire +7% cold Stealth +5 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
Jaw of Rogroth Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
enveloping linen cloak of fog (12 def, 0 armour) enveloping linen cloak of fog (12 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +10% light +11% fire Phys.save +5 (+2 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of rough leather boots of evasion (2 def, 1 armour) restorative pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) HP.reg +2.00 Heal.mod +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 100% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Lavaschism the hardened leather hat (0 def, 3 armour) Lavaschism the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +15% mind +6% fire ----- def ----- Armour +3 Fatigue +3% Resists +3% mind +6% blight Mind.save +19 (+7 eff.) Max.HP +40.00 Knockbk- +20% ---------- misc Light +1 A hat made of leather. Very stylish. |
Iviwe the hardened leather cap (15 def, 3 armour) Iviwe the hardened leather cap (15 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +11 Str +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +6% physical Melee Ret 4 mind ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +3% Resists +11% physical Phys.save +8 (+4 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 A cap made of leather. |
citrine citrine0.0 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. |
3 zircon 3 zircon0.0 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. |
8 aquamarine 8 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 opal 19 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. |
15 topaz 15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 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. |
17 onyx 17 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. |
27 lapis lazuli 27 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 emerald 29 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. |
21 garnet 21 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. |
32 quartz 32 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern brass lantern2.0 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. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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. |
well-made flash powder well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
good focus lens good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 81% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 173] simple healing salve [power 173]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 81% cooldown modifier. Heal 173 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 195] potent pain suppressor salve [power 195]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 81% cooldown modifier. Let you fight up to -195 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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 314/400 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. |
Achievements
By Zorkonaut the Orc Gunslinger level 12
28th Retaking 124th year of Ascendancy at 12:35 see stats
By Zorkonaut the Orc Gunslinger level 14
34th Retaking 124th year of Ascendancy at 09:23 see stats
By Zorkonaut the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 06:56 see stats
By Zorkonaut the Orc Gunslinger level 20
49th Retaking 124th year of Ascendancy at 00:00 see stats
Log
Zorkonaut calms down.
Talent Cloak Gesture is ready to use.
Zorkonaut weaves her cloak!
Zorkonaut speeds up.
Resting starts...
Zorkonaut is no longer being targeted by summons.
Talent Implant: Medical Injector is ready to use.
Talent Slip Away is ready to use.
Talent Explosive Shell is ready to use.
Rested for 5 turns (stop reason: hostile spotted to the north (Bethiwyn the steam giant gunslinger)).
Zorkonaut uses Explosive Shell.
Zorkonaut's Explosive Shell performs a ranged critical strike against Bloated ooze!
Zorkonaut's tinker attains critical power!
Zorkonaut's Explosive Shell performs a ranged critical strike against Something!
Bethiwyn the steam giant gunslinger shares damage with his oozes!
Zorkonaut's Explosive Shell hits Bloated ooze for 3 fire damage.
Zorkonaut's Explosive Shell hits Bethiwyn the steam giant gunslinger for 93 physical, 190 physical, 6 fire, 2 fire, 4 light (298 total damage).
Zorkonaut's Explosive Shell hits Something for 11 light, 132 physical (144 total damage).
Zorkonaut's Explosive Shell hits Bethiwyn the steam giant gunslinger for 100 physical, 95 physical, 286 physical (482 total damage).
Zorkonaut's Explosive Shell hits Bloated ooze for 158 physical, 135 physical (294 total damage).
Zorkonaut's Explosive Shell killed Bloated ooze!
Zorkonaut's Explosive Shell killed Bloated ooze!
Bethiwyn the steam giant gunslinger uses Slime Spit.
Bethiwyn the steam giant gunslinger's mind surges with critical power!
Bethiwyn the steam giant gunslinger's Slime Spit hits Zorkonaut for 285 nature damage.
Zorkonaut the level 28 orc gunslinger was naturalised to death by Bethiwyn the steam giant gunslinger on level 1 of Kaltor's Shop.