

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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:
Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Merchant on the Map 1.7.0Places 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. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Insane Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 21 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Outpost Leader John at level 13 on the 27th Retaking 124th year of Ascendancy at 02:02 0 / 6Killed by Outpost Leader John at level 13 on the 27th Retaking 124th year of Ascendancy at 04:10 Killed by Ce'Nugara the sewer alligator at level 18 on the 48th Retaking 124th year of Ascendancy at 01:41 Killed by Cyroda the ritch hive mother at level 19 on the 7th Revenge 124th year of Ascendancy at 00:28 Killed by multi-hued drake at level 21 on the 13rd Revenge 124th year of Ascendancy at 19:50 Killed by Iselradamina the wolf at level 21 on the 20th Revenge 124th year of Ascendancy at 10:16 |
Primary Stats
| Strength | 22 (base 14) |
| Dexterity | 44 (base 41) |
| Constitution | 12 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 47 (base 46) |
Resources
| Life | -37/403 |
| Steam | 72/100 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 0.27978815428145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 31.153628736262 |
| See Invisible | 31.153628736262 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 53 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 53 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +46% |
| Lightning | +8% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 28 (38.594633868923%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 30%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion 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 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 43 steam. 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 83% efficiency and cooldown mod of 61%. |
| 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 113% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Gunner training | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 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. | 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. | active |
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 |
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'HaĂŻb 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. | 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. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of iron boots 'Ulygoyon' (0 def, 5 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) defense ------ Armor +5 Fatigue -2% Physical save +6 (+3 eff.) Disease Resist +10% Confus Resist +20% other ------- Encumbrance +24 Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly pouch of steel shots of accuracy (20/20, 134% power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 134% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 20 While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Darkspar the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Damage +3% light Accuracy +4 (+1 eff.) When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +3 Fatigue +5% other ------- Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | soothing dwarven-steel torque of psionic shield [power 63] (24/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 10 light Damage +10% light defense ------ Armor +6 Rings make your fingers look great! |
| On fingers | mule's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +13% light defense ------ Fatigue -5% other ------- Encumbrance +23 Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- 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 | strafer's steel steamgun of life draining 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +5 draining blight On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Accuracy +5 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| On hands | scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +8 When Hit: * 15 arcane resource burn defense ------ Armor +2 Resistance +10% blight Spell save +19 (+9 eff.) other ------- Talents +2 Project Saw Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to reduce armor by 15% * 16% chance to slow global speed by 42% * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | steel steamgun of lightning 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +12 lightning On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +8% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | kruk cloak (0 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Cosmetic Item] While equipped: defense ------ Resistance +12% lightning +0% cold +0% nature Stun Resist +20% A stylish kruk-style cloak, to look awesome. |
| Main armor | Spinal Cage (5 def, 12 armour) 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex offense ------ When Hit 0 physical defense ------ Armor +12 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Crit Resistance 14.00% Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 14.34 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
movement infusion of the sneak (speed 641%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 541%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 5; phase 21; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
titan's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Tulykhad the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +4 mind While equipped: Stats +2 Cun +2 Con offense ------ When Hit 4 mind defense ------ Mind save +6 (+3 eff.) other ------- EQ when Hit +0.12 Max hate +10.00 Masteries +0.20 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Kindlepower'4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Mind Crit +1% Physical Power +6 (+2 eff.) Damage +12% light When Hit 6 mind On-Hit (Ranged): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +6% light other ------- EQ when Hit +0.08 Slings are used to hurl stones or metal shots at your foes. |
Nacrush's Decimator4.0 Encumbrance T3 steamgun 1H weapon Reqs Str 25 [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 100% Damage Multiplier 120% Range +5 Projectile Speed +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
ranger's iron steamgun of life draining4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 draining blight On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warded dwarven-steel steamsaw (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Steamtech Weapon Damage 118% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam When used to Attack: On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Wards +5 lightning +4 temporal +4 darkness +5 fire +4 nature +5 blight +4 cold +3 arcane +3 light Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
pair of dwarven-steel boots 'Flashnaught' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Damage +12% light Ignore resists +10% light When Hit 2 acid On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Fatigue +3% Resistance +5% arcane +3% fire Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Con offense ------ Move Speed +25% defense ------ Armor +3 Physical save +12 (+6 eff.) Mind save +12 (+6 eff.) A pair of boots made of leather. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 5 light Damage +3% light defense ------ Armor +1 Resistance +6% light Unarmed combat: Weapon Damage 101% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Searing Light level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yeti Mind Controller (0 def, 3 armour)2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+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. |
cleansing linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid +5% nature +6% blight A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
radiant cured leather armour of delving (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +2 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +10% blight +5% physical +24% darkness other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
agate0.0 Encumbrance 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance 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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
potent water salve [power 15] potent water salve [power 15]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 64% cooldown modifier. Remove 1 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 64% cooldown modifier. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 211] powerful pain suppressor salve [power 211]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 64% cooldown modifier. Let you fight up to -211 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 64% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 64% cooldown modifier. Heal 150 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
flaming pouch of steel shots (22/22, 124% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-Hit, radius 1 +5 fire Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 Encumbrance 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. |
crude thunderclap coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel deflection field0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +6 (+3 eff.) Slow Projectiles +15% Tinkers can be attached to normal items to improve them with steam power! |
good antimagic shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
good voltaic shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
potent moss tread0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +4 other ------- Talents +2 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
cleansing steel torque of gale force [power 160] (24/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of psionic shield [power 69] (24/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of gale force [power 105] (24/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 194] (24/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of stinging [power 128] (24/12 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing elm wand of shielding [power 110] (24/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Serune the Orc Gunslinger level 11
19th Retaking 124th year of Ascendancy at 03:14 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Serune the Orc Gunslinger level 14
40th Retaking 124th year of Ascendancy at 17:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Serune the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 06:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Serune the Orc Gunslinger level 20
12nd Revenge 124th year of Ascendancy at 00:08 see stats
Log
Serune is cut deeply.
Serune is poisoned!
Iselradamina the wolf performs a melee critical strike against Serune!
Serune is not dazed anymore.
Iselradamina the wolf's blood frenzy intensifies!
Serune is dazed!
Serune deflects the projectile from Iselradamina the wolf to the east!
Melee retaliation hits Iselradamina the wolf for 7 darkness, 0 arcane, 6 darkness, 0 arcane (13 total damage).
Iselradamina the wolf hits Serune for (18 flat reduction), 167 physical, (18 flat reduction), 156 physical (323 total damage).
Serune is not dazed anymore.
Serune uses a frost salve.
Serune uses soothing dwarven-steel torque of psionic shield!
Serune receives 19 healing.
Serune HEALS from nature damage!
Deadly Poison from Iselradamina the wolf hits Serune for (14 flat reduction), 0 nature (0 total damage).
Deep Wound from Iselradamina the wolf hits Serune for (81 flat reduction), 14 physical (14 total damage).
Iselradamina the wolf uses Perfect Strike.
Iselradamina the wolf aims carefully.
Iselradamina the wolf uses Dual Strike.
Iselradamina the wolf performs a melee critical strike against Serune!
Poison bursts out of Serune's corpse!
Iselradamina the wolf's blood frenzy intensifies!
Serune is stunned!
Iselradamina the wolf performs a melee critical strike against Serune!
Iselradamina the wolf's blood frenzy intensifies!
Melee retaliation hits Iselradamina the wolf for 7 darkness, 0 arcane, 3 darkness, 0 arcane (10 total damage).
Iselradamina the wolf hits Serune for (81 flat reduction), 124 physical (124 total damage).
Serune the level 21 orc gunslinger was sliced to death by Iselradamina the wolf on level 1 of Sunwall Observatory.
Serune deactivates her cloak's restoration systems.



































































































