

















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! |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Gunslinger |
| Level / Exp | 50 / 201% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 10) |
| Dexterity | 106 (base 60) |
| Constitution | 82 (base 60) |
| Magic | 42 (base 10) |
| Willpower | 53 (base 29) |
| Cunning | 133 (base 60) |
Resources
| Life | 1593/1603 |
| Steam | 130/130 |
| Healing Factor | 0.9294172276307 |
| Regeneration | -1.6264801483537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +153% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 25 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 88 |
| Crit Chance | 66% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 88 |
| Crit Chance | 66% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Physical | +24% |
| Temporal | +6% |
| Fire | +34% |
| Arcane | +25% |
| Cold | +25% |
| All | +0% |
Offense: Damage Penetration
| Physical | +35% |
| Lightning | +42% |
| Cold | +38% |
| Temporal | +8% |
| Blight | +20% |
| Arcane | +25% |
| Fire | +35% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 32 (69.687909656376%) |
| Defense | 77 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 37 |
| Mental Save | 51 |
Defense: Resistances
| Lightning | 41%( 70%) |
| Darkness | 20%( 70%) |
| Fire | 46%( 70%) |
| Cold | 25%( 70%) |
| All | 15%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 11% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 468 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Automation | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Bullets shot are combustive: When striking their target, they explode (radius 2) for 251 fire damage. Bullet Mastery: Combustive |
| beneficial effect | You have 4 charges. Death Momentum |
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&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;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 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. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor&LIGHT_GREEN The Grumpy Shopowner | done |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
Voyage to the Center of Eyal | 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&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: -7% Maximum encumbrance: +30 Physical save: +26 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Movement speed: +25% A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots of erosion (22/22, 62-74 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +16.0% Capacity: 22 On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +9 nature When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | watchleader&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +34% Confusion immunity: +11% Light radius: +10 See stealth: +25 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +16 (+4 eff.) Changes stats: +24 Cun / +19 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +16 (+6 eff.) Blindness immunity: +100% 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 | Gloves of the Firm Hand (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Changes stats: +5 Con Talent cooldown: Clinch (-2 turns) Talent granted: +5 Iron Grip Disarm immunity: +140% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable &039; to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +6 Cun Physical save: +16 (+4 eff.) Spell save: +16 (+6 eff.) Mental save: +16 (+6 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as &039; and &039; |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +11 Defense: +10 (+3 eff.) Changes stats: +8 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | stralite amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +9 Mag Changes resistances: +12% fire Changes resistances penetration: +20% blight Changes damage: +6% lightning Critical mult.: +38.00% Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Amulets make your neck look great! |
| In main hand | voratun steamgun &039; Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 86 damage and reducing their armor Travel speed: +600% Damage (radius 1) on hit: +8 mind Attacks use: 2.0 Steam When wielded/worn: Physical power: +13 (+4 eff.) Ammo reloads per turn: +4 Changes stats: +5 Str / +6 Mag / +4 Wil Changes resistances: +3% fire Changes resistances penetration: +20% physical / +8% temporal / +10% fire Changes damage: +14% physical / +6% temporal / +9% fire Talent mastery: +0.20 Chronomancy / Bow Threading Critical mult.: +10.00% Mindpower: +5 (+1 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +13 Dex / +11 Cun / +9 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | stormbringer&Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 107 damage and reducing their armor Travel speed: +600% Damage (radius 2) on crit: +37 lightning / +21 cold Attacks use: 2.0 Steam When wielded/worn: Changes stats: +15 Con / +16 Wil Changes resistances penetration: +17% lightning / +13% cold Maximum life: +110.00 Movement speed: +48% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Daggers (11 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +7 Cun Changes resistances: +30% lightning Physical save: +11 (+2 eff.) Stun/Freeze immunity: +50% Has a 50% chance each turn to slash an adjacent enemy for 297 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | hardened leather armour &039; (16 def, 17 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +16 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +7 Dex / +7 Wil / +6 Cun Changes resistances: +21% fire / +6% darkness / +12% cold Reduces incoming crit damage: 35.00% Physical save: +13 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +15 (+5 eff.) A suit of armour made of leather. |
Inventory
teleportation rune (range 66; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Fungal WebRequires: - 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: Hand CannonRequires: - 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: Razor EdgeRequires: - 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: Solid ShellRequires: - 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: Viral InjectorRequires: - 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. |
This item will automatically be transmogrified when you leave the level.blazebringer& Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +43 fire When wielded/worn: Changes stats: +9 Con / +11 Wil Changes resistances penetration: +22% fire Maximum life: +103.00 Global speed: +8% Sharp, short and deadly. |
caustic voratun steamgun of tinkering (+5)Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +25 acid / +42 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +7 Changes stats: +5 Cun Changes resistances penetration: +15% acid / +13% nature Steampower: +6 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (40-55 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
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 (-2 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-2 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. |
This item will automatically be transmogrified when you leave the level.Goedalath Rock Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Changes stats: +3 Str Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
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. |
amazing fiery salve [power 39] amazing fiery salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 39] amazing frost salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 565] amazing healing salve [power 565]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. It can be used to heal 565 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 565] amazing healing salve [power 565]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. It can be used to heal 565 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 494] amazing pain suppressor salve [power 494]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -494 life and reduces all damage by 30% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 39] amazing water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 157% efficiency and 83% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 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. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
perfect antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
evasive elven-wood totem of healing [power 356] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
pearl0.00 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 (Roguelike)
Buy an item from an AAA.By Whig the Whitehoof Gunslinger level 7
14th Retaking 124th year of Ascendancy at 12:39 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Whig the Whitehoof Gunslinger level 10
22nd Retaking 124th year of Ascendancy at 10:43 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Whig the Whitehoof Gunslinger level 46
20th Dearth 124th year of Ascendancy at 07:40 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Whig the Whitehoof Gunslinger level 28
14th Revenge 124th year of Ascendancy at 23:46 see stats
Level 10 (Roguelike)
Got a character to level 10.By Whig the Whitehoof Gunslinger level 10
22nd Retaking 124th year of Ascendancy at 00:20 see stats
Level 20 (Roguelike)
Got a character to level 20.By Whig the Whitehoof Gunslinger level 20
46th Retaking 124th year of Ascendancy at 19:36 see stats
Level 30 (Roguelike)
Got a character to level 30.By Whig the Whitehoof Gunslinger level 30
26th Revenge 124th year of Ascendancy at 20:57 see stats
Level 40 (Roguelike)
Got a character to level 40.By Whig the Whitehoof Gunslinger level 40
25th Pain 124th year of Ascendancy at 23:25 see stats
Level 50 (Roguelike)
Got a character to level 50.By Whig the Whitehoof Gunslinger level 50
34th Loss 124th year of Ascendancy at 15:25 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Whig the Whitehoof Gunslinger level 49
16th Loss 124th year of Ascendancy at 09:50 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Whig the Whitehoof Gunslinger level 30
27th Revenge 124th year of Ascendancy at 16:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Whig the Whitehoof Gunslinger level 32
50th Revenge 124th year of Ascendancy at 16:21 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Whig the Whitehoof Gunslinger level 43
42nd Pain 124th year of Ascendancy at 20:53 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Whig the Whitehoof Gunslinger level 23
5th Revenge 124th year of Ascendancy at 23:06 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Whig the Whitehoof Gunslinger level 42
41st Pain 124th year of Ascendancy at 04:11 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Whig the Whitehoof Gunslinger level 15
31st Retaking 124th year of Ascendancy at 22:07 see stats
Log
Elemental Surge hits Netherworm mass for 670 lightning damage.
Elemental Surge killed Netherworm mass!
Talent Explosive Shell is ready to use.
Whig&LASTWhig receives 325 healing.
Talent Combustive Bullets is ready to use.
Whig uses Combustive Bullets.
Whig tweaks some of his bullets.
Ran for 3 turns (stop reason: hostile spotted to the southwest (mass of parasitic leeches)).
Whig uses Net Projector.
Mass of parasitic leeches is trapped by the net.
Whig uses Explosive Shell.
Whig&
Whig&LIGHT_REDLAST1133F3LASTROYAL_BLUELASTPURPLELAST397 fire, 370 cold (1260 total damage).
Whig&
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Whig&LASTWhig receives 325 healing.
The shield around Whig crumbles.
Talent Static Shot is ready to use.












































































