Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Reaver Tweaks 1.2.4 Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Ashes of Urh'Rok 1.4.0Official 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. No more creaky door 1.2.5Got rid of the most anoying door creaks. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.3.3This 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official 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:
Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Ogres Look Like Shalore 1.4.5Changes the Ogre graphics to the Shalore graphics. Created by request for appolyon. Allow Respec Anywhere 1.2.3Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Adventurer Plus Addon 1.1.6Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Orcs |
Mode | Madness Adventure |
Sex | Male |
Race | Orc |
Class | Demon Hero |
Level / Exp | 3 / 29% |
Size | medium |
Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
Strength | 28 (base 16) |
Dexterity | 18 (base 17) |
Constitution | 32 (base 22) |
Magic | 18 (base 19) |
Willpower | 24 (base 23) |
Cunning | 18 (base 17) |
Resources
Mana | 226/226 |
Psi | 135/135 |
Vim | 127/127 |
Life | 307/307 |
Souls | 6/10 |
Psi_feedback | 0/30 |
Healing Factor | 1 |
Regeneration | 5 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +41.8% |
Spell | +200% |
Global | +110% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4.8279283393814 |
See Stealth | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 27 |
Accuracy | 34 |
Crit Chance | 16% |
APR | 56 |
Speed | 0.33 |
Offense: Offhand
Damage | 14 |
Accuracy | 34 |
Crit Chance | 14% |
APR | 66 |
Speed | 0.33 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 12% |
Speed | 0.33333333333333 |
Cooldown Reduction | 3.9 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 0.33333333333333 |
Defense: Base
Armour (hardiness) | 57 (84%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 6 |
Physical Save | 38 |
Spell Save | 34 |
Mental Save | 34 |
Defense: Resistances
All | + 4%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Elementalism | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Strider | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Mana alchemy | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Kinetic Shield |
talent | Bleak Outcome |
talent | Kinetic Aura |
talent | Gloom |
talent | Necrotic Aura |
talent | Beyond the Flesh |
Quests
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. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 must place the bomb at the end of the tunnel to destroy it. | active |
Equipment
Psionic focus | iron greatsword (17.5-28 power, 1 apr) iron greatsword (17.5-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 Base power: 17.5 - 28.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Quiver | hateful pouch of steel shots of vileness (20/20, 20-24 power, 2 apr) hateful pouch of steel shots of vileness (20/20, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 5% chance to disease Damage (Ranged): +6 blight / +6 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
In main hand | mighty steel steamgun of power mighty steel steamgun of powerRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +14% physical Changes damage: +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
In off hand | mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
This item will automatically be transmogrified when you leave the level. iron dagger (11-14.3 power, 5 apr)iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger (10.5-13.65 power, 5 apr)iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron longsword (11-15.4 power, 2 apr)iron longsword (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (12-16.8 power, 2 apr)iron longsword (12-16.8 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. elm magestaff (10-12 power, 2 apr, lightning element)elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 17.5 block)iron shield (4 def, 2 armour, 17.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 23 block)iron shield (4 def, 2 armour, 23 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (16/16, 13.5-18.9 power, 5 apr)quiver of elm arrows (16/16, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
Cave Detonator Cave DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb This bomb was tailored to crumble the tunnel used by the Steam Giants to invade Kruk Pride. |
Automated Portable Extractor 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), 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. |
Achievements
By Gunmindlichorc the Orc Demon Hero level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Learnt new tinker schematic: Steamgun
You have no more schematic: Steamgun.
Bought: mighty steel steamgun of power for 166.21 gold.
Bought: hateful pouch of steel shots of vileness (20/20, 20-24 power, 2 apr) for 100.42 gold.
Gunmindlichorc wears (replacing pouch of iron shots (17/17, 15.5-18.6 power, 1 apr)): hateful pouch of steel shots of vileness (20/20, 20-24 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.10 gold from the melting of pouch of iron shots (17/17, 15.5-18.6 power, 1 apr).
Gunmindlichorc can not wear (in main hand): mighty steel steamgun of power (nil).
Talent Implant: Steam Generator is ready to use.
Accepted quest 'Clan of the Unicorn'! (Press 'j' to see the quest log)
Talent Implant: Steam Generator is ready to use.
The smith spends some time with you, teaching you the basics of bows and slings.
The smith spends some time with you, teaching you the basics of armour and weapon usage.
Gunmindlichorc wears (replacing mossy mindstar (2-2.2 power, 12 apr, mind damage)): mighty steel steamgun of power.
You must dual wield steamguns for this talent.
Gunmindlichorc deactivates Kinetic Aura.
Gunmindlichorc deactivates Beyond the Flesh.
Gunmindlichorc deactivates Kinetic Shield.
Gunmindlichorc deactivates Necrotic Aura.
Gunmindlichorc deactivates Bleak Outcome.
Gunmindlichorc deactivates Blurred Mortality.
Gunmindlichorc deactivates Gloom.