















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.6.0Official 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:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Embers of Rage 1.6.0Official 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:
 Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Weapon Schematics for Tinkers at Birth 1.5.5Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC. Based on a suggestion by Mel. | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 39 / 47% | 
| Size | medium | 
| Lifes / Deaths | Killed by Iselle the steam giant berserker at level 10 on the 40th Retaking 124th year of Ascendancy at 07:440 / 8 Killed by sun-mage at level 13 on the 48th Retaking 124th year of Ascendancy at 06:28 Killed by naga myrmidon at level 21 on the 19th Pain 124th year of Ascendancy at 19:42 Killed by luminous horror at level 29 on the 45th Pain 124th year of Ascendancy at 14:17 Killed by Artynlat the human at level 30 on the 10th Dearth 124th year of Ascendancy at 04:48 Killed by High Sun Paladin Aeryn at level 38 on the 17th Destruction 124th year of Ascendancy at 11:11 Killed by Rusor the shalore at level 39 on the 38th Destruction 124th year of Ascendancy at 13:10 Killed by Lein the shalore at level 39 on the 11st Remembrance 125th year of Ascendancy at 18:23 | 
Primary Stats
| Strength | 1 (base 18) | 
| Dexterity | 57 (base 60) | 
| Constitution | 15 (base 30) | 
| Magic | 12 (base 10) | 
| Willpower | 15 (base 10) | 
| Cunning | 84 (base 58) | 
Resources
| Life | -1/784 | 
| Steam | 100/100 | 
| Healing Factor | 0.40548899414868 | 
| Regeneration | 16.320265624455 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 6 | 
| Infravision | 6 | 
| See Stealth | 22 | 
| See Invisible | 22 | 
Offense: Mainhand
| Damage | 44 | 
| Accuracy | 67 | 
| Crit Chance | 42% | 
| APR | 66 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 44 | 
| Accuracy | 67 | 
| Crit Chance | 42% | 
| APR | 66 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +10% | 
| Light | +20% | 
| Physical | +10% | 
| Fire | +30% | 
| Arcane | +4% | 
| Cold | +25% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +27% | 
| Acid | +17% | 
| Nature | +22% | 
| All | +12% | 
Defense: Base
| Armour (hardiness) | 24 (90.376569037657%) | 
| Defense | 64 | 
| Ranged Defense | 64 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 24 | 
| Mental Save | 33 | 
Defense: Resistances
| Blight | -35%( 70%) | 
| Arcane | -32%( 70%) | 
| Cold | + 65%( 70%) | 
| All | -39%( 70%) | 
| Darkness | -11%( 70%) | 
| Light | + 3%( 70%) | 
| Temporal | -18%( 70%) | 
| Fire | -25%( 70%) | 
| Nature | + 3%( 70%) | 
Defense: Immunities
| Silence Resistance | 28% | 
| Bleed Resistance | 25% | 
| Confusion Resistance | 27% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 44% | 
| Poison Resistance | 25% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use 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 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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 153% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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 142% efficiency and cooldown mod of 82%. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. | 
Class Talents
| Steamtech / Gunslinging | 1.50 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Bullets mastery | 1.70 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Steamtech / Elusiveness | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 0.80 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Embedded Restoration Systems | 
| detrimental effect | The target is poisoned, taking 20.98 nature damage per turn.Deadly Poison | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 22.Illness | 
| beneficial effect | The target has 33 increased life regeneration.Recovery | 
| detrimental effect | The target is cursed, reducing all resistances by 19%.Curse of Vulnerability | 
| detrimental effect | The target is infected by a disease, doing 73.20 blight damage per turn and reducing healing received by 74%.Epidemic Each non-disease blight damage done to it will spread the disease. | 
| detrimental effect | Target is marked, leaving them vulnerable to marked shots.Marked | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To 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 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 Unicorn A 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!Homeland They 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, Quarry If 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 Yetis For 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.Stargazers Our 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 Stars With 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 Shopowner He 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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | 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 |  undeterred pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Talent granted: +3 Moss Tread Stealth bonus: +6 Silence immunity: +28% Confusion immunity: +27% Stun/Freeze immunity: +44% A pair of boots made of leather. | 
| Quiver |  sentry's pouch of voratun shots of accuracy (45/46, 61.5-73.8 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +13 Physical crit. chance: +7.0% Capacity: 46 Turns elapse between self-loadings: 4 When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. | 
| On hands |  restful drakeskin leather gloves of magic (+3) (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Mag Changes damage: +4% arcane Talent granted: +4 Viral Needlegun Life regen: +7.00 Stamina each turn: +1.00 Maximum stamina: +19.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.8 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
| On fingers |  Ring of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
| On fingers |  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 11.00 cold and 9.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| Around neck |  Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each 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 |  stralite steamgun 'Armyntir' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces 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 (Ranged): +15 fire / +8 temporal Burst (radius 1) on hit: +20 temporal / +90 20% chance of physical repulsion Burst (radius 2) on crit: +20 arcane Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% blight / +15% temporal / +5% arcane Changes damage: +20% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  hardened leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% Talent granted: +4 Thunder Grenade Maximum encumbrance: +24 A belt that goes around your waist. | 
| In off hand |  caustic stralite steamgun of piercing Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature 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% Burst (radius 1) on hit: +90 20% chance of physical repulsion Burst (radius 2) on crit: +19 acid / +19 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Changes resistances penetration: +5% acid / +10% nature / +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +30% cold / +10% fire / +20% nature / +10% darkness Talent mastery: +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. | 
| Main armor |  The Untouchable (14 def, 16 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +16 Armour Hardiness: +20% Defense: +14 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 0 physical Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
Inventory
|  Ring of Lost Love Powered 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. 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" | 
|  This item will automatically be transmogrified when you leave the level. dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +17 Changes resistances penetration: +9% all Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. runic elven-wood longbow of cold Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). Damage (Ranged): +11 cold When wielded/worn: Changes stats: +6 Mag Changes damage: +12% arcane / +12% cold Spellpower: +18 (+9 eff.) Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. ethereal dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +28 (+7 eff.) Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +1 Command Staff +1 Ward Spellpower: +20 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +10% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. truestriking stralite waraxe of massacre (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. noble's hardened leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +23% Summoned Reduced damage from: +30% Summoned Physical save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% blight / +15% all Life regen: +4.50 Maximum life: +48.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  stone warden's hardened leather gloves of magic (+2) (0 def, 8 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Armour Hardiness: +7% Changes stats: +5 Con / +2 Mag Changes resistances: +6% physical Changes damage: +3% arcane 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 (-5 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 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. | 
|  Decayed Visage (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage (Melee): 8 acid Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +3 Cun Changes resistances: +9% darkness / +3% mind Changes damage: +11% blight / +10% arcane Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +5 (+2 eff.) Healing mod.: +10% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6% and all saves by 9, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. | 
|  Steamcatcher (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. | 
|  This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour of command (32 def, 14 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +32 (+8 eff.) Fatigue: +8% Changes stats: +7 Cun / +6 Wil Mental save: +31 (+12 eff.) A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of amnesia (23/24, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. | 
|  Eternity's Counter Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +10 all Changes damage: +15% temporal / +0% all Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. | 
|  Prothotipe's Prismatic Eye Powered 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 Extractor Powered 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), costing 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. | 
|  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, costing 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. | 
| great healing salve [power 402]great healing salve [power 402] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 142% efficiency and 82% cooldown modifier. It can be used to heal 402, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Stralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' 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. | 
|  mastercraft magnetic shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +4 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Mathijs Hope the Orc Gunslinger level 10
39th Retaking 124th year of Ascendancy at 20:13 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Mathijs Hope the Orc Gunslinger level 13
49th Retaking 124th year of Ascendancy at 12:16 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Mathijs Hope the Orc Gunslinger level 29
50th Pain 124th year of Ascendancy at 08:02 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Mathijs Hope the Orc Gunslinger level 10
37th Retaking 124th year of Ascendancy at 05:26 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Mathijs Hope the Orc Gunslinger level 20
18th Pain 124th year of Ascendancy at 15:17 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Mathijs Hope the Orc Gunslinger level 30
51st Pain 124th year of Ascendancy at 08:24 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Mathijs Hope the Orc Gunslinger level 33
32nd Dearth 124th year of Ascendancy at 06:48 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Mathijs Hope the Orc Gunslinger level 28
44th Pain 124th year of Ascendancy at 04:30 see stats
 The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Mathijs Hope the Orc Gunslinger level 38
17th Destruction 124th year of Ascendancy at 19:56 see stats
 This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Mathijs Hope the Orc Gunslinger level 22
20th Pain 124th year of Ascendancy at 21:31 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Mathijs Hope the Orc Gunslinger level 37
16th Destruction 124th year of Ascendancy at 20:42 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Mathijs Hope the Orc Gunslinger level 18
29th Revenge 124th year of Ascendancy at 04:00 see stats
Log
Mathijs Hope shoots!
Imirin the shalore uses Steady Shot.
Lein the shalore casts Moonlight Ray.
Lein the shalore's spell attains critical power!
Mathijs Hope is recovering from the damage!
Lein the shalore hits Mathijs Hope for 435 darkness damage.
A shield forms around Mathijs Hope.
A barrier bursts from the leather jacket!
Deadly Poison from Imirin the shalore hits Mathijs Hope for 21 nature damage.
Imirin the shalore's defensive darkness area effect hits Lein the shalore for 12 darkness damage.
Mathijs Hope's Shoot hits Lein the shalore for 106 physical, 7 temporal, 15 fire, 17 temporal (145 total damage).
Mathijs Hope's Shoot hits Lein the shalore for 114 physical damage.
Imirin the shalore casts Healing Light.
Imirin the shalore's Steady Shot performs a ranged critical strike against Mathijs Hope!
Mathijs Hope is afflicted by a crippling illness!
Imirin the shalore casts Epidemic.
Imirin the shalore's spell attains critical power!
Mathijs Hope is afflicted by an epidemic!
Lein the shalore strafes with her steamguns!
Imirin the shalore receives 320 healing.
Imirin the shalore's Steady Shot hits Mathijs Hope for (509 absorbed), 0 physical, (54 absorbed), 0 lightning, (37 absorbed), 0 blight (0 total damage).
Mathijs Hope receives 176 healing.
Your shield crumbles under the damage!
The shield around Mathijs Hope crumbles.
Talent Vital Shot is ready to use.
Epidemic from Imirin the shalore hits Mathijs Hope for (6 absorbed), 93 blight (93 total damage).
Deadly Poison from Imirin the shalore hits Mathijs Hope for (25 absorbed), 0 nature (0 total damage).
Imirin the shalore's defensive darkness area effect hits Lein the shalore for 14 darkness damage.
Saving game...















































