














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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! 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 Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 33 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by quasit at level 5 on the 19th Retaking 124th year of Ascendancy at 10:06 0 / 8Killed by sun-mage at level 12 on the 27th Retaking 124th year of Ascendancy at 11:10 Killed by sun-mage at level 13 on the 29th Retaking 124th year of Ascendancy at 06:20 Killed by sun-mage at level 14 on the 29th Retaking 124th year of Ascendancy at 14:50 Killed by multi-hued drake at level 16 on the 50th Retaking 124th year of Ascendancy at 07:43 Killed by Zubemira the red crystal at level 32 on the 15th Pain 124th year of Ascendancy at 21:54 Killed by Genn the halfling pyremaster at level 33 on the 43rd Pain 124th year of Ascendancy at 19:23 Killed by Xanavena the sunwall archer at level 33 on the 43rd Pain 124th year of Ascendancy at 22:20 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 73 (base 60) |
| Constitution | 28 (base 18) |
| Magic | 29 (base 10) |
| Willpower | 41 (base 10) |
| Cunning | 104.4 (base 60) |
Resources
| Life | -148/747 |
| Steam | 65/100 |
| Healing Factor | 1.190960669371 |
| Regeneration | 4.0822467688904 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 12 |
| Infravision | 2 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 63 |
| Crit Chance | 44% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 63 |
| Crit Chance | 44% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +12% |
| Nature | +15% |
| Mind | +18% |
| Lightning | +9% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +27% |
| Light | +32% |
| Nature | +12% |
| Physical | +32% |
| Fire | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 41 (99.007671158813%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 28 |
| Mental Save | 54 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Nature | + 46%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 24%( 70%) |
| Cold | + 25%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 19% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution 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 |
| 4/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the 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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy 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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | pair of hardened leather boots 'Curepeal' (0 def, 4 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% darkness Melee Ret 10 nature ----- def ----- Armour +4 Resists +9% lightning +15% darkness +10% fire +9% nature +10% cold A pair of boots made of leather. |
| Quiver | sentry's pouch of steel shots of accuracy (40/42, 27-32 power, 4 apr) 3.0 T2 shot ammo [Ego+] Arcane/Master Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +4 Crit +4.5% Capacity 42 Rld cld 4 While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Max.HP +44.00 ---------- misc Light +11 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kuharadur the Blazewell (0 def, 8 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +15 Cun +5 Dex dps ---------- Phys.crit +3.0% Res.pen +25% physical Apr +5 Melee Ret 6 light ----- def ----- Armour +8 Fatigue +3% Resists +6% temporal Mind.save +16 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 A hat made of leather. Very stylish. |
| On hands | cinder hardened leather gloves of dexterity (+3) (0 def, 3 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire Acc +11 (+2 eff.) ----- def ----- Armour +3 Resists +5% fire ---------- misc Talents +3 Viral Needlegun 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 | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +6 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Spiderhunger0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +20 Mag +18 Wil dps ---------- Crit.mult +5.00% Spell.pwr +34 (+8 eff.) Dmg.mod +3% mind Res.pen +5% nature ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Max.hate +8.00 Max.psi +10.00 Rings make your fingers look great! |
| On fingers | mule's copper ring of misery0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 40 On Hit (Ranged): * 10% chance to reduce all saves and defense by 40 ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | serendipitous steel amulet of perfection (0.10 Steamtech / Avoidance,0.10 Cunning / Survival)0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +11 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Unseen.red 12% ---------- misc Masteries +0.10 Steamtech/Avoidance +0.10 Cunning/Survival Amulets make your neck look great! |
| In main hand | Overburst 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. * splashes acid on your target dealing 56 damage and reducing their armor Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
| Around waist | hardened leather belt 'Blazeidol' 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +8 Wil +6 Cun dps ---------- Res.pen +25% light Against +23% Summoned ----- def ----- Defense +7 (+2 eff.) Resists +6% cold Crit.chn- 15.00% D.Red.from +28% Summoned Proj.slow +15% A belt that goes around your waist. |
| In off hand | Brilliant Auto-loading Orc Expeller 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +24 Crit +12.0% Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
| Cloak | Flareimmortal the cashmere cloak (2 def, 10 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +15% fire ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +6% lightning Phys.save +25 (+9 eff.) Mind.save +25 (+7 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 16 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +16 Hardiness +50% Defense +10 (+3 eff.) Fatigue +5% Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
steam generator implant of the titan (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour Reinforcement0.1 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: 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: Headlamp0.1 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: Kinetic Stabiliser0.1 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: Mental Stimulator0.1 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 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. |
3 schematic: Saw Projector0.1 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. |
5 schematic: Steamgun0.1 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: Unstoppable Force 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. |
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? |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +5 (+1 eff.) Confus- +22% ---------- misc Max.enc +21 Rings make your fingers look great! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Cinderdare the stralite greatmaul (68-101 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Res.pen +5% temporal Acc +13 (+3 eff.) Melee Ret 4 temporal 6 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
stralite longsword of projection (33-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Psionic Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 26 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
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. |
iron steamgun4.0 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. |
iron steamgun4.0 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. |
flaming dwarven-steel waraxe of erosion (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Nature Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature On Hit.r1 +9 fire One-handed war axes. |
stralite waraxe of torment (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Psionic Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
Mighty Girdle1.0 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. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
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 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
woollen robe 'Blazebliss' (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% blight Res.pen +5% lightning Melee Ret 4 lightning 6 cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +10% blight +6% cold +9% all Phys.save +19 (+7 eff.) ---------- misc Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 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. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) 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. |
defender's hardened leather hat of trickery (5 def, 8 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+3 eff.) A hat made of leather. Very stylish. |
hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
searing stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: Stats +8 Str dps ---------- Melee+ 11 acid 15 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +17% acid +16% fire +12% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +50.00 HP.reg +5.40 Heal.mod +22% A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training Str 22 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
rejuvenating stralite plate armour of fire resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +21% fire HP.reg +5.60 ---------- misc Stam/turn +1.90 A suit of armour made of metal plates. |
118 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 28 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
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. |
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. |
5 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)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 13] simple frost salve [power 13]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 (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 154] simple healing salve [power 154]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 154 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
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! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
3 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. |
extending ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (198 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
3 ametrine0.0 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. |
3 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. |
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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gilostir the Orc Gunslinger level 13
29th Retaking 124th year of Ascendancy at 12:22 see stats
Exterminator
Killed 1000 creatures.By Gilostir the Orc Gunslinger level 31
15th Pain 124th year of Ascendancy at 19:05 see stats
Fear me not!
Survived the Fearscape!By Gilostir the Orc Gunslinger level 27
52nd Revenge 124th year of Ascendancy at 17:17 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Gilostir the Orc Gunslinger level 19
19th Revenge 124th year of Ascendancy at 13:42 see stats
Level 10
Got a character to level 10.By Gilostir the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 18:24 see stats
Level 20
Got a character to level 20.By Gilostir the Orc Gunslinger level 20
19th Revenge 124th year of Ascendancy at 14:13 see stats
Level 30
Got a character to level 30.By Gilostir the Orc Gunslinger level 30
6th Pain 124th year of Ascendancy at 19:37 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Gilostir the Orc Gunslinger level 31
8th Pain 124th year of Ascendancy at 01:08 see stats
That was close
Killed your target while having only 1 life left.By Gilostir the Orc Gunslinger level 32
15th Pain 124th year of Ascendancy at 21:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gilostir the Orc Gunslinger level 22
25th Revenge 124th year of Ascendancy at 09:13 see stats
Unstoppable
Returned from the dead.By Gilostir the Orc Gunslinger level 33
43rd Pain 124th year of Ascendancy at 19:23 see stats
Log
Xanavena the sunwall archer casts Mirror Image.
Zubegarin the shalore liberator speeds up.
Zubegarin the shalore liberator converts some damage to Psi!
Poison from Gilostir hits Zubegarin the shalore liberator for 3 to psi, 5 nature (8 total damage).
Bleeding from Gilostir hits Zubegarin the shalore liberator for 29 to psi, 47 physical (75 total damage).
Zubegarin the shalore liberator is out of phase.
Zubegarin the shalore liberator uses cashmere cloak!
Gilostir's mark disappears.
Gilostir reloads.
Gilostir's supercharge is fading.
Gilostir shoots!
Gilostir's Shoot performs a ranged critical strike against Mirror Image (Xanavena the sunwall archer)!
Gilostir's tinker attains critical power!
Mirror Image (Xanavena the sunwall archer) is corroded.
Gilostir's Shoot hits Mirror Image (Xanavena the sunwall archer) for 0 physical, 0 physical, 0 physical, 0 acid (0 total damage).
Gilostir's Shoot hits Mirror Image (Xanavena the sunwall archer) for 1 physical, 0 physical (1 total damage).
Xanavena the sunwall archer casts Shadowstep.
Xanavena the sunwall archer's spell attains critical power!
Zubegarin the shalore liberator shrugs off the effect 'Dazzled'!
Xanavena the sunwall archer slows down.
Xanavena the sunwall archer is poisoned!
Gilostir is dazed!
Zubegarin the shalore liberator converts some damage to Psi!
Xanavena the sunwall archer hits Gilostir for 108 darkness damage.
Phantasmal Shield hits Zubegarin the shalore liberator for 55 to psi, 89 light (143 total damage).
Phantasmal Shield hits Mirror Image (Xanavena the sunwall archer) for 1 light damage.
Melee retaliation hits Xanavena the sunwall archer for (14 flat reduction), 9 nature, (7 flat reduction), 0 light, (11 flat reduction), 0 nature, (4 flat reduction), 0 nature (9 total damage).
Gilostir the level 33 orc gunslinger was darkened to death by Xanavena the sunwall archer on level 2 of Gates of Morning.




























































































































