















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 30 / 65% |
Size | medium |
Lifes / Deaths | Killed by Adamatarrus the shalore at level 30 on the 48th Pain 124th year of Ascendancy at 03:06 / 1 |
Primary Stats
Strength | 40 (base 29) |
Dexterity | 61 (base 60) |
Constitution | 33 (base 11) |
Magic | 15 (base 10) |
Willpower | 22 (base 10) |
Cunning | 60 (base 39) |
Resources
Life | -77/874 |
Steam | 60/100 |
Healing Factor | 1.3789294477288 |
Regeneration | 4.4815207051186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 47 |
Accuracy | 46 |
Crit Chance | 24% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Physical | +8% |
Cold | +3% |
All | 0% |
Darkness | +16% |
Light | +10% |
Mind | +19% |
Lightning | +27% |
Fire | +10% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +18% |
Nature | +17% |
Mind | +12% |
Cold | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 73.08934837382 (100%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 34 |
Physical Save | 46 |
Spell Save | 22 |
Mental Save | 42 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 16%( 70%) |
Cold | + 45%( 70%) |
All | + 7%( 70%) |
Lightning | + 55%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 46%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 60% |
Poison Resistance | 10% |
Silence Resistance | 20% |
Inscriptions (4/4)
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 8.7 steam per turn. Can be activated for an instant burst of 44 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 127% efficiency and cooldown mod of 78%. 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 125% efficiency and cooldown mod of 78%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% nature ----- def ----- Armour +5 Fatigue +3% Resists +3% acid +12% lightning +8% cold +6% nature +11% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 142% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 52 Ranged+ +8 mind On Hit.r1 +12 acid On Crit.r2 +8 acid +20 cold On Hit: * 20% chance to reduce armor by 19% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +6% nature Max.HP +113.00 Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Armour +18 Fatigue +4% Resists +8% acid +12% temporal +8% cold +19% fire +8% lightning Mind.save +6 (+2 eff.) Poison- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Res.pen +5% mind +5% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% lightning +12% cold Mind.save +10 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +9 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/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 | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +26 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +20 (+7 eff.) Melee+ 10 lightning Dmg.mod +5% lightning +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% cold Mind.save +3 (+1 eff.) ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +11 fire While equipped: Stats +4 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Melee Ret 8 fire ----- def ----- Armour +7 Fatigue +8% Resists +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% darkness +6% acid Res.pen +11% darkness Melee Ret 6 acid ----- def ----- Defense +18 (+6 eff.) Resists +9% blight +16% darkness +12% lightning Mind.save +7 (+2 eff.) Stealth +14 Max.HP +100.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +6 Mag +6 Con ----- def ----- Armour +24 Hardiness +20% Defense +9 (+3 eff.) Fatigue +16% Phys.save +13 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +13 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +28% nature Phys.save +10 (+4 eff.) Rings make your fingers look great! |
![]() 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +0% lightning Stun/Frz- +0% ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature +15% mind Res.pen +20% mind ----- def ----- Armour +14 Defense +15 (+5 eff.) Fatigue +12% Resists +19% fire Mind.save +13 (+4 eff.) Max.HP +24.00 HP.reg +6.00 Heal.mod +13% A suit of armour made of mail. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +0% Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 121% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 398/400 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. |
potent fiery salve [power 17] potent fiery salve [power 17]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 78% cooldown modifier. Remove 1 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 17] potent water salve [power 17]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 78% cooldown modifier. Remove 1 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 78% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 172] simple healing salve [power 172]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 78% cooldown modifier. Heal 172 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By Urechak the Orc Annihilator level 10
31st Retaking 124th year of Ascendancy at 09:37 see stats
By Urechak the Orc Annihilator level 28
33rd Revenge 124th year of Ascendancy at 11:36 see stats
By Urechak the Orc Annihilator level 29
41st Revenge 124th year of Ascendancy at 12:09 see stats
By Urechak the Orc Annihilator level 10
28th Retaking 124th year of Ascendancy at 14:15 see stats
By Urechak the Orc Annihilator level 20
13rd Revenge 124th year of Ascendancy at 10:51 see stats
By Urechak the Orc Annihilator level 30
14th Pain 124th year of Ascendancy at 19:29 see stats
By Urechak the Orc Annihilator level 26
22nd Revenge 124th year of Ascendancy at 21:12 see stats
By Urechak the Orc Annihilator level 15
5th Revenge 124th year of Ascendancy at 12:24 see stats
Log
Sieiendesa the shalore's Netherblast killed Steamgun turret!
Adamatarrus the shalore casts Timeless.
Sieiendesa the shalore casts Prophecy of Ruin.
Sieiendesa the shalore's spell attains critical power!
Urechak is doomed to ruin!
Adamatarrus the shalore casts Searing Light.
Adamatarrus the shalore's spell attains critical power!
Prophecy of Ruin from Sieiendesa the shalore hits Urechak for (56 exoskeleton), 56 darkness (56 total damage).
Adamatarrus the shalore hits Urechak for (97 exoskeleton), 97 light (97 total damage).
Urechak's Rocket Pod performs a ranged critical strike against Adamatarrus the shalore!
Adamatarrus the shalore shrugs off the effect 'Armor Corroded'!
Urechak's Rocket Pod hits Adamatarrus the shalore for 78 fire, 7 physical, 5 mind, 6 acid, 4 acid, 8 cold (107 total damage).
Urechak's Rocket Pod hits Sieiendesa the shalore for 35 fire, 16 fire, 6 physical, 2 mind, 4 acid (64 total damage).
Adamatarrus the shalore's light area effect hits Urechak for (62 exoskeleton), 62 light (62 total damage).
Sieiendesa the shalore loses 8 health to the entropy.
Burning Phosphorous from Urechak hits Adamatarrus the shalore for 18 fire damage.
Burning Phosphorous from Urechak hits Sieiendesa the shalore for 10 fire damage.
Urechak uses Implant: Steam Generator.
Sieiendesa the shalore casts Moonlight Ray.
Sieiendesa the shalore's spell attains critical power!
Sieiendesa the shalore hits Steamgun turret for 476 darkness damage.
Sieiendesa the shalore hits Urechak for (18 exoskeleton), 304 darkness (304 total damage).
Prophecy of Ruin from Sieiendesa the shalore hits Urechak for (48 exoskeleton), 48 darkness (48 total damage).
Adamatarrus the shalore casts Moonlight Ray.
Adamatarrus the shalore's spell attains critical power!
Sieiendesa the shalore killed Steamgun turret!
Prophecy of Ruin from Sieiendesa the shalore hits Urechak for (0 exoskeleton), 136 darkness (136 total damage).
Adamatarrus the shalore hits Urechak for (0 exoskeleton), 195 darkness (195 total damage).
Urechak the level 30 orc annihilator was shadowed to death by Adamatarrus the shalore on level 1 of Ambush!.