
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Store Restocker 1.5.5Slightly More Adventurous 1.7.0Allows 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. 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:
Ignore Race/Class Locks 1.7.0Modifies 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/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:
Starting Equipment 1.6.0 Forbidden Cults 1.7.4Official 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 | Female |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 12 / 71% |
| Size | big |
| Lifes / Deaths | Killed by anorithil at level 12 on the 22nd Retaking 124th year of Ascendancy at 03:39 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 29 (base 28) |
| Constitution | 11 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 23 (base 22) |
| Cunning | 26 (base 25) |
Resources
| Life | -14/248 |
| Psi | 103/113 |
| Steam | 83/100 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 46 |
| Crit Chance | 9% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 44 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 18 (58.594633868923%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 18 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 26%( 70%) |
| Light | + 24%( 70%) |
| Blight | + 16%( 70%) |
| Nature | + 15%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 81% |
| Poison Resistance | 18% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| 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 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Willpower 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 Cunning stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 Yetis | 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 |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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. | active |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 2 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.30 Max.stam +12.00 Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | pouch of iron shots (18/19, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Yeti Mind Controller (0 def, 4 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% Mind.save +11 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
| On hands | steady rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +81% ---------- misc Talents +1 Iron Grip Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | evasive iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +7 Rings make your fingers look great! |
| On fingers | treant's gold ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +8% blight Poison- +18% Disease- +11% Rings make your fingers look great! |
| Around neck | starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +14% darkness Blind- +22% Amulets make your neck look great! |
| In main hand | strafer's steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% light +5% darkness Spell.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | mindwoven woollen robe (0 def, 2 armour) 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +9% all Mind.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour Reinforcement0.1 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. |
schematic: Fiery Salve0.1 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. |
schematic: Focus Lens0.1 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. |
2 schematic: Steamgun0.1 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. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
arcing steel battleaxe of massacre (30-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Massive two-handed battleaxes. |
balanced steel longsword of the mystic (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% Sharp, long, and deadly. |
steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +11.00% Spell.pwr +9 (+7 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of the mystic (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+5 eff.) One-handed war axes. |
truestriking steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +7 (+2 eff.) Apr +6 One-handed war axes. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +8 (+5 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +8.0% Atk.spd 83% On Hit: * 13% chance to slow global speed by 48% * 10% chance to reduce armor by 19% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
torn swimming goggles (0 def, 0 armour) torn swimming goggles (0 def, 0 armour)2.0 T1 head armor [Unique] While equipped: ---------- misc Breathe water The strap is broken. You wonder if it makes you look uncool. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
soothing ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 52. Natural totems are made by powerful wilders to store nature power. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Log
Arelaith uses Create Tinker.
Created tinker: steel armour reinforcement
A psionic shield forms around Arelaith.
You detach iron armour reinforcement from your mindwoven woollen robe (0 def, 0 armour).
You attach steel armour reinforcement to your mindwoven woollen robe (0 def, 2 armour) .
Arelaith uses Create Tinker.
Arelaith uses Condensate.
Orc retaliator uses Explosive Saw.
Anorithil shrugs off Orc retaliator's 'Explosive Saw'!
Arelaith hits Anorithil for 120 fire damage.
Anorithil casts Twilight Surge.
Your shield crumbles under the damage!
The psionic shield around Arelaith crumbles.
Anorithil hits Arelaith for (31 absorbed), 0 light, (7 absorbed), 15 darkness (15 total damage).
Anorithil hits Orc retaliator for 43 light, 28 darkness (71 total damage).
Arelaith uses Boiling Shot.
Anorithil casts Searing Light.
Arelaith hits Orc retaliator for 16 mind damage.
Arelaith's Boiling Shot hits Orc retaliator for 56 physical damage.
Anorithil hits Arelaith for 83 light damage.
Anorithil's light area effect hits Arelaith for 42 light damage.
Anorithil's light area effect hits Orc retaliator for 48 light damage.
Anorithil casts Moonlight Ray.
Anorithil hits Arelaith for 79 darkness damage.
Anorithil hits Orc retaliator for 83 darkness damage.
Arelaith the level 12 orc psyshot was swallowed by the void to death by an anorithil on level 1 of Sunwall Outpost.
























































































