













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! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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 |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 36 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 08:30 0 / 8Killed by Sleeping Xadhemina at level 14 on the 29th Revenge 124th year of Ascendancy at 00:28 Killed by Ldisihi the shalore at level 23 on the 5th Dearth 124th year of Ascendancy at 19:58 Killed by Islilrama the steam giant flameshot at level 33 on the 41st Loss 124th year of Ascendancy at 05:03 Killed by Elirin the treant at level 35 on the 17th Destruction 124th year of Ascendancy at 13:51 Killed by High Sun Paladin Aeryn at level 35 on the 31st Destruction 124th year of Ascendancy at 03:10 Killed by orc necromancer at level 36 on the 14th Remembrance 125th year of Ascendancy at 01:56 Killed by Falaregobar at level 36 on the 14th Remembrance 125th year of Ascendancy at 02:01 |
Primary Stats
| Strength | 51 (base 22) |
| Dexterity | 64 (base 60) |
| Constitution | 62 (base 32) |
| Magic | 19 (base 10) |
| Willpower | 32 (base 28) |
| Cunning | 74 (base 60) |
Resources
| Life | 1084/1084 |
| Steam | 145/145 |
| Healing Factor | 1.7380681598884 |
| Regeneration | 17.714691271272 |
Speed
| Mental | 0% |
| Attack | +10% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 6 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 66 |
| Crit Chance | 44% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 66 |
| Crit Chance | 44% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 22% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +23% |
| Fire | +12% |
| Cold | +17% |
| Arcane | +17% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Cold | +27% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 15 (70.706312323954%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 17 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 57%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 24%( 70%) |
| Temporal | + 32%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 57% |
| Confusion Resistance | 26% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 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: 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 | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Chemistry | 1.40 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 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. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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'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 | pair of hardened leather boots of evasion (6 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +6 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 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 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | 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 Saw Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 184 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | hardened leather hat 'Dimbrace' (0 def, 3 armour) 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +12% temporal +15% mind +6% darkness Mind.save +13 (+5 eff.) Confus- +26% ---------- misc Light +4 A hat made of leather. Very stylish. |
| On hands | Gloronn (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Acc +6 (+1 eff.) ----- def ----- Armour +2 Resists +9% acid +9% temporal +9% lightning Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +31% ---------- misc Psi/ret +0.12 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 | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 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 | mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +20 Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
| On fingers | marksman's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag dps ---------- Melee+ 10 light Ranged+ 16 light Dmg.mod +11% light Acc +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 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? |
| In main hand | 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.r1 +36 20% chance of physical repulsion 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. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | 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: * shock your foe dealing 33 damage and draining some of their resources Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 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 | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.9 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 133.02 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | searing reinforced leather armour of the wind (21 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Melee+ 12 acid 12 fire Apr +10 Melee Ret 9 acid 8 fire ----- def ----- Armour +7 Defense +21 (+5 eff.) Fatigue +8% Resists +23% acid +14% fire ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 6.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 118 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
schematic: Acid Groove0.1 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: Antimagic 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: Brain Cap0.1 T1 schematic scroll [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 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: Galvanic Retributor0.1 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 Edge0.1 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. |
schematic: Winterchill Edge0.1 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. |
thorny mindstar 'Xanudhevea' (16-18 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +8.5% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +4 Mag +3 Wil +8 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 13 lightning Dmg.mod +9% lightning Res.pen +10% lightning Apr +2 ----- def ----- Resists +10% lightning ---------- misc Stam/turn +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scabgore (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight +3% nature +3% mind Res.pen +10% darkness ----- def ----- Defense +8 (+2 eff.) Resists +15% nature ---------- misc Max.psi +40.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 140.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 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! |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 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! |
Flashtickler the steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 cold On Hit.r1 +8 mind On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +4 Cun +2 Wil dps ---------- Melee Ret 4 mind ----- def ----- Resists +18% lightning ---------- misc Hate/m.crit +2.00 One-handed war axes. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 134.06 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Phoenixpiercer (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +2 Dex +8 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +7% blight Res.pen +15% temporal +18% darkness +20% physical ----- def ----- Armour +5 Resists +16% darkness +19% temporal Disease- +22% Def/telep +24 Res/telep +14% Dur/telep +20% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 164.60 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-4 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. |
Eilineyaba the Cleansegore (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +27% nature Res.pen +10% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +9% cold A cap made of leather. |
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 (+4 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. |
fortifying dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +15% lightning Max.HP +44.00 A suit of armour made of mail. |
Voreriwe the cured leather armour (13 def, 9 armour)9.0 T2 light armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Spell.crit +1% Crit.mult +10.00% Melee+ 13 acid 11 fire Phasing +30% Melee Ret 11 acid 9 fire ----- def ----- Armour +9 Defense +13 (+3 eff.) Fatigue +7% Resists +12% acid +16% fire Mind.save +25 (+9 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of stability (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+3 eff.) Fatigue +8% Resists +7% physical Phys.save +22 (+7 eff.) A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of implacability (0 def, 26 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +26 Fatigue +16% Phys.save +7 (+2 eff.) A suit of armour made of metal plates. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
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. |
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. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 12] simple frost salve [power 12]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 (12% 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 Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 154 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Pouch of the Subconscious (14/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
psychokinetic pouch of dwarven-steel shots (15/15, 36-44 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage Shots are used with slings to pummel your foes to death. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 0 Call a trained yeti for help. Uses 1 power out of 0/8 Call a trained yeti to your side. |
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 acid groove0.0 T2 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! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
soothing dwarven-steel torque of mindblast [power 215] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 232 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
6 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. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 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
A Fistful of Gold
Buy an item from an AAA.By Falaregobar the Orc Gunslinger level 18
37th Revenge 124th year of Ascendancy at 04:28 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Falaregobar the Orc Gunslinger level 14
48th Retaking 124th year of Ascendancy at 04:15 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Falaregobar the Orc Gunslinger level 35
20th Destruction 124th year of Ascendancy at 08:17 see stats
Exterminator
Killed 1000 creatures.By Falaregobar the Orc Gunslinger level 31
38th Loss 124th year of Ascendancy at 11:45 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Falaregobar the Orc Gunslinger level 22
33rd Pain 124th year of Ascendancy at 18:15 see stats
Level 10
Got a character to level 10.By Falaregobar the Orc Gunslinger level 10
40th Retaking 124th year of Ascendancy at 13:32 see stats
Level 20
Got a character to level 20.By Falaregobar the Orc Gunslinger level 20
12nd Pain 124th year of Ascendancy at 19:45 see stats
Level 30
Got a character to level 30.By Falaregobar the Orc Gunslinger level 30
30th Dearth 124th year of Ascendancy at 21:25 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Falaregobar the Orc Gunslinger level 31
32nd Dearth 124th year of Ascendancy at 10:35 see stats
Size matters
Did over 600 damage in one attack.By Falaregobar the Orc Gunslinger level 25
10th Dearth 124th year of Ascendancy at 19:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Falaregobar the Orc Gunslinger level 16
31st Revenge 124th year of Ascendancy at 10:03 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Falaregobar the Orc Gunslinger level 36
14th Remembrance 125th year of Ascendancy at 02:01 see stats
Log
Orc necromancer receives 208 healing from Pride of the Orcs.
Orc necromancer casts Night Sphere.
Glatha the bone giant casts Burning Hex.
Falaregobar is hexed!
Falaregobar wanders around!
Glatha the bone giant casts Blood Spray.
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Bane of Confusion from Orc necromancer hits Falaregobar for 49 darkness damage.
Glatha the bone giant hits Falaregobar for 173 blight damage.
Glatha the bone giant casts Dark Portal.
Falaregobar is afflicted by a rotting disease!
Orc necromancer roars triumphantly.
Bane of Confusion from Orc necromancer hits Falaregobar for 49 darkness damage.
Rotting Disease from Glatha the bone giant hits Falaregobar for 79 blight damage.
Glatha the bone giant hits Orc necromancer for (232 absorbed), 116 acid (116 total damage).
Falaregobar the level 36 orc gunslinger was darkened to death by an orc necromancer on level 1 of Ruined Dungeon.
Orc necromancer deactivates Hiemal Shield.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rotting Disease from Glatha the bone giant killed Falaregobar!
Glatha the bone giant hits Orc necromancer for (37 absorbed), 283 acid (283 total damage).
Saving game...
Saving done.
Falaregobar roars triumphantly.
Personal New Achievement: Utterly Destroyed!

























































































































