














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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 34 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 6 on the 13rd Retaking 124th year of Ascendancy at 22:16 / 51Killed by Gunsnake at level 6 on the 13rd Retaking 124th year of Ascendancy at 22:39 Killed by Toega the human at level 19 on the 21st Revenge 124th year of Ascendancy at 22:27 Killed by Toega the human at level 19 on the 21st Revenge 124th year of Ascendancy at 23:03 Killed by Layyrawyn the whitehoof hailstorm at level 20 on the 46th Revenge 124th year of Ascendancy at 11:17 Killed by dreaming horror at level 23 on the 7th Pain 124th year of Ascendancy at 11:55 Killed by dreaming horror at level 23 on the 7th Pain 124th year of Ascendancy at 13:02 Killed by luminous horror at level 23 on the 7th Pain 124th year of Ascendancy at 18:32 Killed by luminous horror at level 23 on the 7th Pain 124th year of Ascendancy at 19:28 Killed by shadow at level 23 on the 8th Pain 124th year of Ascendancy at 07:07 Killed by Poroyanor the great wolf at level 24 on the 11st Pain 124th year of Ascendancy at 16:01 Killed by Star Gazer at level 25 on the 12nd Pain 124th year of Ascendancy at 19:21 Killed by Eyano the human at level 26 on the 18th Pain 124th year of Ascendancy at 07:24 Killed by Peaar the human at level 26 on the 18th Pain 124th year of Ascendancy at 08:35 Killed by Eyano the human at level 26 on the 18th Pain 124th year of Ascendancy at 09:33 Killed by Eyano the human at level 26 on the 18th Pain 124th year of Ascendancy at 10:38 Killed by Rrah the human at level 26 on the 49th Pain 124th year of Ascendancy at 01:54 Killed by necropsych's ghost at level 31 on the 18th Dearth 124th year of Ascendancy at 12:31 Killed by steam giant necropsych at level 32 on the 19th Dearth 124th year of Ascendancy at 00:21 Killed by Automated Defense System at level 32 on the 19th Dearth 124th year of Ascendancy at 03:32 Killed by retaliator of Atmos at level 32 on the 19th Dearth 124th year of Ascendancy at 04:49 Killed by Rriogton the human at level 33 on the 41st Dearth 124th year of Ascendancy at 21:40 Killed by armoured skeleton warrior at level 33 on the 14th Loss 124th year of Ascendancy at 06:28 Killed by Wilitc the human at level 33 on the 14th Loss 124th year of Ascendancy at 07:51 Killed by Douerowa the human at level 33 on the 14th Loss 124th year of Ascendancy at 12:46 Killed by Douerowa the human at level 33 on the 14th Loss 124th year of Ascendancy at 13:34 Killed by Cetha the human at level 33 on the 14th Loss 124th year of Ascendancy at 14:37 Killed by luminous horror at level 33 on the 31st Loss 124th year of Ascendancy at 05:20 Killed by Artron the shalore at level 33 on the 37th Loss 124th year of Ascendancy at 22:58 Killed by Artron the shalore at level 33 on the 37th Loss 124th year of Ascendancy at 23:43 Killed by Edsalhndu the shalore at level 33 on the 38th Loss 124th year of Ascendancy at 00:23 Killed by Edsalhndu the shalore at level 33 on the 38th Loss 124th year of Ascendancy at 01:02 Killed by Edsalhndu the shalore at level 33 on the 38th Loss 124th year of Ascendancy at 01:30 Killed by Edsalhndu the shalore at level 33 on the 38th Loss 124th year of Ascendancy at 02:35 Killed by Samri the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 13:53 Killed by Elsed the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 14:38 Killed by Elsed the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 15:18 Killed by Ahdesah the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 15:58 Killed by Sarze the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 20:32 Killed by Cthrisaose the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 21:34 Killed by Cthrisaose the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 22:19 Killed by Lharuszimcas the shalore at level 33 on the 39th Loss 124th year of Ascendancy at 23:15 Killed by Uszimsum the shalore at level 33 on the 45th Loss 124th year of Ascendancy at 11:56 Killed by Orororuyru the shalore at level 33 on the 45th Loss 124th year of Ascendancy at 12:38 Killed by Shalocron the shalore at level 33 on the 47th Loss 124th year of Ascendancy at 07:58 Killed by Batyru the shalore at level 33 on the 47th Loss 124th year of Ascendancy at 08:21 Killed by Shalocron the shalore at level 33 on the 47th Loss 124th year of Ascendancy at 09:02 Killed by Salin the shalore at level 33 on the 50th Loss 124th year of Ascendancy at 09:11 Killed by Thidi the shalore at level 33 on the 50th Loss 124th year of Ascendancy at 10:05 Killed by Salin the shalore at level 33 on the 50th Loss 124th year of Ascendancy at 10:37 Killed by Caurirodi the shalore at level 34 on the 12nd Destruction 124th year of Ascendancy at 23:00 |
Primary Stats
| Strength | 50 (base 19) |
| Dexterity | 88 (base 59) |
| Constitution | 46 (base 11) |
| Magic | 28 (base 10) |
| Willpower | 50 (base 20) |
| Cunning | 70 (base 49) |
Resources
| Life | 855/855 |
| Steam | 106/106 |
| Healing Factor | 1.7159661986075 |
| Regeneration | 17.542080697789 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 16 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 69 |
| Crit Chance | 32% |
| APR | 24 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 69 |
| Crit Chance | 32% |
| APR | 24 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| All | 0% |
| Arcane | +5% |
| Cold | +15% |
| Nature | +28% |
Offense: Damage Penetration
| Nature | +33% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 10 (66.907551546746%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 23 |
| Mental Save | 34 |
Defense: Resistances
| Physical | + 21%( 70%) |
| Nature | + 23%( 70%) |
| Fire | + 25%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 28%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 38% |
| Poison Resistance | 50% |
| Instadeath Resistance | 100% |
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 (100% 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 | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'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. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow When wielded/worn: Talent granted: +4 Saw Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Light radius: +4 See stealth: +11 See invisible: +5 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. |
| On hands | brawler's hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane Changes stats: +3 Str / +4 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +1 Sand Shredder Physical save: +6 (+2 eff.) Spellpower: +4 (+2 eff.) 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. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.84 cold and 15.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | spiritwalker's rough leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Wil / +8 Mag Mana each turn: +0.13 Maximum mana: +23.00 Spell crit. chance: +4% Slows Projectiles: +20% A belt that goes around your waist. |
| In off hand | swiftstrike iron steamgun of enduringRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Wil / +2 Cun / +5 Con Maximum life: +10.00 Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | nimble hardened leather armour of the hero (14 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +8 Dex / +4 Mag / +3 Wil / +6 Cun Maximum life: +48.00 Movement speed: +20% A suit of armour made of leather. |
Inventory
schematic: Air RecyclerRequires: - 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: Focus LensRequires: - 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: Iron GripRequires: - 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: SteamsawRequires: - 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet 'Corruptionguile'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% blight / +5% fire Critical mult.: +10.00% Spellpower: +6 (+3 eff.) Amulets make your neck look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
ranger's iron steamgun of life drainingRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 A stylish kruk-style cloak, to look awesome. |
stormwoven linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +5% blight / +7% all Changes damage: +5% lightning / +5% physical / +6% cold Life regen: +1.70 Maximum life: +41.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
brawler's drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) 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)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) 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)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +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. |
4 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. |
149 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. |
16 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. |
15 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. |
13 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 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
19 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. |
4 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+4 eff.) Light radius: +7 See stealth: +7 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
12 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. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)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 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 140 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
deadly pouch of steel shots of accuracy (18/18, 28-34 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
17 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. |
12 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. |
2 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. |
3 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. |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Ce'Newe the Orc Gunslinger level 11
21st Retaking 124th year of Ascendancy at 21:18 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ce'Newe the Orc Gunslinger level 13
35th Retaking 124th year of Ascendancy at 16:29 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ce'Newe the Orc Gunslinger level 28
52nd Pain 124th year of Ascendancy at 05:05 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Ce'Newe the Orc Gunslinger level 20
46th Revenge 124th year of Ascendancy at 20:26 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ce'Newe the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 14:27 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ce'Newe the Orc Gunslinger level 20
45th Revenge 124th year of Ascendancy at 15:06 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Ce'Newe the Orc Gunslinger level 30
52nd Pain 124th year of Ascendancy at 21:02 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Ce'Newe the Orc Gunslinger level 26
51st Pain 124th year of Ascendancy at 23:03 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ce'Newe the Orc Gunslinger level 26
13rd Pain 124th year of Ascendancy at 03:54 see stats
Log
You gain 4.78 gold from the melting of enlightening stralite plate armour of the dragon (0 def, 13 armour).
You collect a new ingredient: lump of stralite (1).
You gain 2.43 gold from the melting of stralite mail armour of delving (4 def, 8 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.89 gold from the melting of fortifying dwarven-steel mail armour of command (10 def, 13 armour).
You gain 2.37 gold from the melting of mindwoven silk robe of Linaniil (0 def, 0 armour).
You gain 1.70 gold from the melting of dreamer's linen robe of lightning (+21%) (0 def, 0 armour).
You gain 1.05 gold from the melting of nightruned hardened leather belt of the giants.
You collect a new ingredient: lump of stralite (1).
You gain 2.05 gold from the melting of thought-forged stralite waraxe of torment (32-45 power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.85 gold from the melting of plaguebringer's dwarven-steel waraxe (22-30 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.54 gold from the melting of enhanced stralite waraxe of massacre (40-56 power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.04 gold from the melting of enhanced dwarven-steel waraxe (20-28 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.87 gold from the melting of blazebringer's stralite waraxe of enduring (32-44 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.54 gold from the melting of balanced stralite waraxe of vileness (28-40 power, 5 apr).
You gain 4.52 gold from the melting of infernal elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element).
You gain 2.01 gold from the melting of cruel elven-wood starstaff of might (25-30 power, 5 apr, light element).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Entrance to the Pride's Internment Camp here (press '' or right click to use).
There is a way back here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.






























































































