















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! 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! 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 Exploration |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 41 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 34th Retaking 124th year of Ascendancy at 13:03 / 53Killed by sun-mage at level 13 on the 35th Retaking 124th year of Ascendancy at 20:15 Killed by sunwall archer at level 13 on the 36th Retaking 124th year of Ascendancy at 01:29 Killed by Nektosh the One-Horned at level 16 on the 43rd Retaking 124th year of Ascendancy at 19:27 Killed by Nektosh the One-Horned at level 16 on the 43rd Retaking 124th year of Ascendancy at 21:11 Killed by Isotha the steam giant gunslinger at level 17 on the 52nd Retaking 124th year of Ascendancy at 18:07 Killed by Arch-Merchant Kaltor at level 18 on the 52nd Retaking 124th year of Ascendancy at 20:29 Killed by Arch-Merchant Kaltor at level 18 on the 52nd Retaking 124th year of Ascendancy at 20:58 Killed by stale sewer water at level 19 on the 4th Revenge 124th year of Ascendancy at 20:55 Killed by Islynne the troll marauder at level 20 on the 5th Revenge 124th year of Ascendancy at 19:59 Killed by worm that walks at level 24 on the 22nd Revenge 124th year of Ascendancy at 15:02 Killed by Chiplinger at level 25 on the 24th Revenge 124th year of Ascendancy at 10:53 Killed by Chiplinger at level 25 on the 25th Revenge 124th year of Ascendancy at 09:08 Killed by Chiplinger at level 25 on the 26th Revenge 124th year of Ascendancy at 02:24 Killed by Chiplinger at level 26 on the 26th Revenge 124th year of Ascendancy at 20:52 Killed by Chiplinger at level 26 on the 27th Revenge 124th year of Ascendancy at 02:07 Killed by Chiplinger at level 26 on the 27th Revenge 124th year of Ascendancy at 13:34 Killed by worm that walks at level 29 on the 33rd Revenge 124th year of Ascendancy at 22:20 Killed by Cyaasp the shalore at level 30 on the 37th Revenge 124th year of Ascendancy at 07:55 Killed by Laspaanhro the shalore at level 30 on the 38th Revenge 124th year of Ascendancy at 08:13 Killed by Xanzz the shalore at level 30 on the 38th Revenge 124th year of Ascendancy at 08:43 Killed by Laspaanhro the shalore at level 30 on the 38th Revenge 124th year of Ascendancy at 09:36 Killed by Laspaanhro the shalore at level 30 on the 38th Revenge 124th year of Ascendancy at 10:08 Killed by Ahron the shalore at level 30 on the 48th Revenge 124th year of Ascendancy at 22:26 Killed by Ahron the shalore at level 30 on the 48th Revenge 124th year of Ascendancy at 23:30 Killed by Sorandeteg the shalore at level 31 on the 51st Revenge 124th year of Ascendancy at 14:18 Killed by Elari the shalore at level 33 on the 28th Pain 124th year of Ascendancy at 15:03 Killed by bloated horror at level 33 on the 28th Pain 124th year of Ascendancy at 15:52 Killed by High Sun Paladin Aeryn at level 33 on the 29th Pain 124th year of Ascendancy at 01:31 Killed by Velewyn the shalore liberator at level 33 on the 29th Pain 124th year of Ascendancy at 02:47 Killed by Cyrilaith the shalore liberator at level 34 on the 29th Pain 124th year of Ascendancy at 06:15 Killed by Adana the halfling pyremaster at level 34 on the 29th Pain 124th year of Ascendancy at 08:11 Killed by Adedhenor the halfling pyremaster at level 34 on the 29th Pain 124th year of Ascendancy at 09:09 Killed by Layeldayawe the shalore liberator at level 35 on the 31st Pain 124th year of Ascendancy at 08:30 Killed by Layeldayawe the shalore liberator at level 35 on the 31st Pain 124th year of Ascendancy at 08:44 Killed by Layeldayawe the shalore liberator at level 35 on the 31st Pain 124th year of Ascendancy at 09:50 Killed by sun orb at level 36 on the 32nd Pain 124th year of Ascendancy at 23:16 Killed by moon orb at level 36 on the 33rd Pain 124th year of Ascendancy at 01:22 Killed by Mayukira the shalore liberator at level 37 on the 34th Pain 124th year of Ascendancy at 16:55 Killed by High Sun Paladin Aeryn at level 37 on the 35th Pain 124th year of Ascendancy at 03:16 Killed by High Sun Paladin Aeryn at level 37 on the 35th Pain 124th year of Ascendancy at 04:23 Killed by High Sun Paladin Aeryn at level 37 on the 35th Pain 124th year of Ascendancy at 04:55 Killed by Azil the shalore at level 38 on the 8th Dearth 124th year of Ascendancy at 04:07 Killed by Begario the shalore at level 38 on the 8th Dearth 124th year of Ascendancy at 04:37 Killed by Khmae the shalore at level 38 on the 10th Dearth 124th year of Ascendancy at 05:57 Killed by grave wight at level 39 on the 24th Dearth 124th year of Ascendancy at 10:45 Killed by grave wight at level 39 on the 24th Dearth 124th year of Ascendancy at 13:31 Killed by corrupted dendritic hemospinner at level 40 on the 32nd Dearth 124th year of Ascendancy at 17:00 Killed by corrupted protosentient globula at level 40 on the 32nd Dearth 124th year of Ascendancy at 17:26 Killed by corrupted mastocytic feeder at level 40 on the 32nd Dearth 124th year of Ascendancy at 18:10 Killed by Zuberedhemira the Blightborn at level 40 on the 32nd Dearth 124th year of Ascendancy at 23:49 Killed by Zuberedhemira the Blightborn at level 40 on the 33rd Dearth 124th year of Ascendancy at 00:24 Killed by saw horror at level 41 on the 33rd Dearth 124th year of Ascendancy at 19:28 |
Primary Stats
| Strength | 82 (base 33) |
| Dexterity | 84 (base 60) |
| Constitution | 55 (base 18) |
| Magic | 9 (base 10) |
| Willpower | 31 (base 11) |
| Cunning | 80 (base 60) |
Resources
| Life | -198/940 |
| Steam | 121/121 |
| Healing Factor | 1.3602454733753 |
| Regeneration | 5.1149573810093 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 16 |
| See Stealth | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 22 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 22 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +9% |
| Physical | +5% |
| Mind | +12% |
| Nature | +7% |
Offense: Damage Penetration
| Darkness | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 33 (60.678270784467%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 24 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 70%) |
| Physical | + 33%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 25% |
| Disarm Resistance | 85% |
| Stun Resistance | 40% |
| Poison Resistance | 12% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Huge cut that bleeds, doing 56.51 physical damage per turn. Bleeding |
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 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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
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. | active |
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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Shadejustice' (17 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +17 (+4 eff.) Fatigue: -6% Changes stats: +3 Dex / +3 Cun / +3 Con Changes resistances: +9% darkness Maximum encumbrance: +38 Physical save: +23 (+7 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots of annihilation (17/25, 56-67 power, 12 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 56.0 - 67.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +20.5% Capacity: 25 On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Talent granted: +4 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 49 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's hardened leather hat of trickery (0 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +6 Str / +3 Dex / +5 Wil / +4 Cun Changes resistances: +7% physical Physical save: +7 (+2 eff.) Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. |
| On hands | sand dwarven-steel gauntlets of the juggernaut (0 def, 10 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Fatigue: +3% Damage (Melee): 10 physical Changes stats: +4 Con Changes damage: +5% physical Talent granted: +1 Iron Grip Physical save: +17 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +85% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Camazor (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun / +4 Str Changes resistances: +14% nature Changes damage: +7% nature / +3% mind Mental save: +10 (+4 eff.) Psi when hit: +0.20 Mental crit. chance: +2% Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 acid / 2 mind Changes stats: +5 Str / +5 Con Changes resistances: +7% blight / +6% acid / +6% mind / +7% nature Changes damage: +9% mind Mental save: +6 (+2 eff.) Poison immunity: +12% Disease immunity: +12% Confusion immunity: +25% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John Activation costs 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +8 Wil Amulets make your neck look great! |
| In main hand | Belyrin the Tidespitter Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +12 acid / +16 blight Damage against: +35% Undead / +35% Demon / +35% Horror Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Damage when hit (Melee): 8 blight Changes resistances: +15% blight Changes damage: +9% blight Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Band of Protection Powered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +4 Cun Maximum encumbrance: +40 Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 240 damage and damages attackers striking the wearer for 30 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In off hand | Ce'NarithaRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to slow global speed by 50% Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+2 eff.) Ammo reloads per turn: +2 Changes stats: +5 Str / +4 Cun / +4 Con Talent mastery: +0.20 Wild-gift / Fungus Talent cooldown: Strafe (-2 turns) Combat speed: +10% It can be used to regenerate 160 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (9 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +4 Dex Changes resistances: +24% lightning Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Stun/Freeze immunity: +40% Steampower: +10 (+3 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
| Main armor | hardened leather armour 'Dourbrand' (12 def, 15 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Fatigue: +9% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 10 acid / 9 fire / 2 arcane / 20 physical Changes stats: +7 Dex Changes resistances: +13% acid / +33% fire / +5% arcane Changes resistances penetration: +5% darkness Movement speed: +20% A suit of armour made of leather. |
Inventory
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 211.48 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. |
This item will automatically be transmogrified when you leave the level.psion's elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +5% temporal / +6% light / +5% fire / +5% nature / +5% acid / +4% blight / +5% cold / +12% mind / +7% darkness Changes damage: +13% mind Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Maximum psi: +22.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
56 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 149 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Chiplinger the Orc Gunslinger level 10
26th Retaking 124th year of Ascendancy at 14:59 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chiplinger the Orc Gunslinger level 13
36th Retaking 124th year of Ascendancy at 10:03 see stats
Do not go gentle into that good night (Exploration mode)
Trapped John.By Chiplinger the Orc Gunslinger level 39
24th Dearth 124th year of Ascendancy at 00:46 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Chiplinger the Orc Gunslinger level 30
48th Revenge 124th year of Ascendancy at 21:07 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Chiplinger the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 09:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Chiplinger the Orc Gunslinger level 20
5th Revenge 124th year of Ascendancy at 06:55 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Chiplinger the Orc Gunslinger level 30
34th Revenge 124th year of Ascendancy at 07:37 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Chiplinger the Orc Gunslinger level 40
24th Dearth 124th year of Ascendancy at 16:04 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By Chiplinger the Orc Gunslinger level 33
2nd Pain 124th year of Ascendancy at 00:10 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Chiplinger the Orc Gunslinger level 37
33rd Pain 124th year of Ascendancy at 17:18 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Chiplinger the Orc Gunslinger level 30
51st Revenge 124th year of Ascendancy at 06:41 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Chiplinger the Orc Gunslinger level 14
36th Retaking 124th year of Ascendancy at 13:18 see stats
The High Lady's Destiny (Finale) (Exploration mode)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Chiplinger the Orc Gunslinger level 37
35th Pain 124th year of Ascendancy at 05:16 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Chiplinger the Orc Gunslinger level 40
24th Dearth 124th year of Ascendancy at 16:44 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Chiplinger the Orc Gunslinger level 33
26th Pain 124th year of Ascendancy at 14:43 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Chiplinger the Orc Gunslinger level 20
6th Revenge 124th year of Ascendancy at 07:35 see stats
Log
Saw horror uses Saw Storm.
Chiplinger starts to bleed.
Saw horror's physical bleed area effect hits Chiplinger for 72 physical damage.
Bleeding from Saw horror hits Chiplinger for 7 physical damage.
Imploding (slow) from Saw horror hits Chiplinger for 69 physical damage.
Chiplinger shoots!
Chiplinger's Shoot hits Saw horror for (73 to psi shield), 109 physical (109 total damage).
Chiplinger's Shoot hits Saw horror for (101 to psi shield), 169 physical, 20 cold (189 total damage).
Saw horror's physical bleed area effect hits Chiplinger for 72 physical damage.
Deep Wound from Chiplinger hits Saw horror for (28 to psi shield), 42 physical (42 total damage).
Saw horror uses Razor Saw.
Saw horror hits Chiplinger for 184 physical damage.
Chiplinger shakes free of the telekinetic binding
Bleeding from Saw horror hits Chiplinger for 31 physical damage.
Imploding (slow) from Saw horror hits Chiplinger for 69 physical damage.
Chiplinger shoots!
Saw horror's physical bleed area effect hits Chiplinger for 72 physical damage.
Deep Wound from Chiplinger hits Saw horror for (28 to psi shield), 42 physical (42 total damage).
Saw horror deactivates Kinetic Aura.
Saw horror's mind surges with critical power!
Chiplinger resists the punch!
Saw horror hits Chiplinger for 235 physical damage.
Chiplinger's Shoot hits Saw horror for (94 to psi shield), 141 physical, 20 cold (161 total damage).
Chiplinger's Shoot hits Saw horror for (74 to psi shield), 111 physical (111 total damage).
Chiplinger shakes off the crushing forces.
Chiplinger speeds up.
Bleeding from Saw horror hits Chiplinger for 38 physical damage.





































































































