Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 29 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Metash the Maulotaur at level 4 on the 12nd Retaking 124th year of Ascendancy at 00:29 0 / 8Killed by luminous horror at level 20 on the 1st Revenge 124th year of Ascendancy at 10:31 Killed by guardian psi-ghost at level 21 on the 4th Revenge 124th year of Ascendancy at 07:54 Killed by Galsa the shalore at level 27 on the 31st Revenge 124th year of Ascendancy at 15:19 Killed by Galsa the shalore at level 27 on the 31st Revenge 124th year of Ascendancy at 16:29 Killed by orc pyromancer (subdued) at level 28 on the 37th Revenge 124th year of Ascendancy at 13:26 Killed by Salogabeth the orc corruptor (subdued) at level 29 on the 38th Revenge 124th year of Ascendancy at 01:45 Killed by skeleton mage at level 29 on the 38th Revenge 124th year of Ascendancy at 02:00 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 77 (base 60) |
| Constitution | 16 (base 15) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 71.2 (base 48) |
Resources
| Life | -111/572 |
| Healing Factor | 1 |
| Regeneration | 6.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 67 |
| Crit Chance | 39% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 67 |
| Crit Chance | 39% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | +18% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 17 |
| Mental Save | 43 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
| Bleed Resistance | 50% |
| Confusion Resistance | 100% |
| Stun Resistance | 15% |
| Pinning Resistance | 5% |
| Poison Resistance | 55% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 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 165% efficiency and cooldown mod of 52%. 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 97% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| beneficial effect | The target enters a destructive fury, increasing all damage done by 18%. Orcish Fury |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all 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'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. * 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 | Runisachik (0 def, 4 armour) Runisachik (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Lck / +7 Dex Stealth bonus: +8 Maximum encumbrance: +20 Blindness immunity: +15% Pinning immunity: +5% A pair of boots made of leather. |
| Quiver | pouch of steel shots of crippling (24/24, 20-24 power, 2 apr) pouch of steel shots of crippling (24/24, 20-24 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +11.5% Capacity: 24 On weapon crit: * cripple the target When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-6 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +9 (+3 eff.) Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-5 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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. |
| On hands | steady hardened leather gloves of dexterity (+5) (0 def, 3 armour) steady hardened leather gloves of dexterity (+5) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Changes stats: +5 Dex Talent granted: +3 Toxic Cannister Launcher Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +26% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Polidatta PolidattaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 acid Changes stats: +4 Dex Changes damage: +3% acid Spell save: +4 (+3 eff.) Rings can have magical properties. |
| On fingers | rogue's steel ring of power rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +4 Cun Spellpower: +7 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each 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 | Ragusachak RagusachakRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Damage against: +0% Undead / +0% Demon / +0% Horror Attacks use: 2.0 Steam When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +7.0% Changes stats: +3 Mag Changes resistances penetration: +5% blight Changes damage: +14% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Glarerune' hardened leather belt 'Glarerune'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -15% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 light / 8 acid Changes resistances: +8% fire / +6% light / +7% cold Changes resistances penetration: +5% light Maximum encumbrance: +54 Physical save: +7 (+3 eff.) Mindpower: +4 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
| In off hand | runic steel steamgun of power runic steel steamgun of powerRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Damage against: +0% Undead / +0% Demon / +0% Horror Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% physical Changes damage: +6% arcane / +11% physical Spellpower: +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Getivor the cashmere cloak (2 def, 0 armour) Getivor the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances: +5% arcane / +6% temporal / +10% nature / +10% cold Physical save: +18 (+6 eff.) Mental save: +21 (+7 eff.) Poison immunity: +5% Stun/Freeze immunity: +15% Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing cured leather armour of lightning resistance (3 def, 5 armour) cleansing cured leather armour of lightning resistance (3 def, 5 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 0 physical Changes resistances: +11% blight / +11% nature / +17% lightning Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (+7 for 8 turns, die at -359) heroism infusion of the wizard (+7 for 8 turns, die at -359)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -359 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
vitalizing steel amulet of perfection (0.17 Steamtech / Physics,0.17 Steamtech / Engineering) vitalizing steel amulet of perfection (0.17 Steamtech / Physics,0.17 Steamtech / Engineering)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Talent masteries: +0.17 Steamtech / Physics +0.17 Steamtech / Engineering Physical save: +7 (+3 eff.) Life regen: +0.80 Maximum life: +40.00 Amulets can have magical properties. |
serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+3 eff.) Changes stats: +8 Lck Blindness immunity: +15% Infravision radius: +2 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
titan's stralite ring of frost (+20%) titan's stralite ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +4 (+2 eff.) Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+6 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Signal SignalRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 125% Firing range: +7 Travel speed: +300% Burst (radius 1) on hit: +0 20% chance of physical repulsion Damage conversion: 80% fire burn Attacks use: 2.0 Steam It can be used to activate talent Flare (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You fire a burning shot, doing 104% fire damage to the target and lighting up the area around the target in a radius of 2. At level 3, it also has a chance to blind for 3 turns. An odd, stubby gun with a large, red barrel. |
mighty steel steamgun of power mighty steel steamgun of powerRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +7 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +12% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's steel steamgun ranger's steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +0.0% Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots (19/19, 20.5-24.6 power, 2 apr) pouch of steel shots (19/19, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of wind (20/20, 22-26.4 power, 2 apr) psychokinetic pouch of steel shots of wind (20/20, 22-26.4 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +18 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +0% nature / +15% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Galihad the hardened leather cap (0 def, 3 armour) Galihad the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Str Physical save: +15 (+5 eff.) Only die when reaching: -60.00 life A cap made of leather. |
Runuderan the Cystbearer (0 def, 3 armour) Runuderan the Cystbearer (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +14% blight / +9% lightning Changes damage: +3% nature Mental save: +8 (+2 eff.) Disarm immunity: +5% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 141, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 198] powerful pain suppressor salve [power 198]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -198 life and reduces all damage by 19% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
dwarven-steel pickaxe 'Adamina' (dig speed 30 turns) dwarven-steel pickaxe 'Adamina' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +7% nature Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Mental save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good head lamp good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good saw shell good saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel silver filigree steel silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Damage against: +14% Undead / +14% Demon / +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
steel silver filigree steel silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Damage against: +14% Undead / +14% Demon / +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell well-made antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Eilinyrimina the Orc Gunslinger level 6
16th Retaking 124th year of Ascendancy at 19:44 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Eilinyrimina the Orc Gunslinger level 12
25th Retaking 124th year of Ascendancy at 06:27 see stats
Level 10
Got a character to level 10.By Eilinyrimina the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 05:43 see stats
Level 20
Got a character to level 20.By Eilinyrimina the Orc Gunslinger level 20
1st Revenge 124th year of Ascendancy at 05:34 see stats
Size matters
Did over 600 damage in one attack.By Eilinyrimina the Orc Gunslinger level 29
37th Revenge 124th year of Ascendancy at 20:27 see stats
That was close
Killed your target while having only 1 life left.By Eilinyrimina the Orc Gunslinger level 29
38th Revenge 124th year of Ascendancy at 01:58 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Eilinyrimina the Orc Gunslinger level 25
28th Revenge 124th year of Ascendancy at 11:27 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Eilinyrimina the Orc Gunslinger level 27
29th Revenge 124th year of Ascendancy at 06:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Eilinyrimina the Orc Gunslinger level 16
35th Retaking 124th year of Ascendancy at 10:03 see stats
Unstoppable
Returned from the dead.By Eilinyrimina the Orc Gunslinger level 29
38th Revenge 124th year of Ascendancy at 01:45 see stats
Log
Orc corruptor (subdued) shrugs off the effect 'Poison'!
Orc blood mage (subdued) shrugs off the effect 'Poison'!
Orc corruptor (subdued) shrugs off the effect 'Poison'!
Toxic cannister's poison area effect hits Orc corruptor (subdued) for 26 nature damage.
Toxic cannister's poison area effect hits Orc necromancer (subdued) for 30 nature damage.
Toxic cannister's poison area effect hits Skeleton mage for 30 nature damage.
Toxic cannister's poison area effect hits Orc blood mage (subdued) for 30 nature damage.
Toxic cannister's poison area effect hits Orc corruptor (subdued) for 26 nature damage.
Toxic cannister's poison area effect hits Skeleton mage for 30 nature damage.
Toxic cannister's poison area effect hits Orc blood mage (subdued) for 30 nature damage.
Toxic cannister's poison area effect killed Orc necromancer (subdued)!
Orc corruptor (subdued) stops being poisoned.
Poison from Toxic cannister hits Orc blood mage (subdued) for 60 nature damage.
Eilinyrimina stops burning.
Talent Trick Shot is ready to use.
You collect a new ingredient: orc heart (1).
Toxic cannister's poison area effect hits Degenerated skeleton warrior for 30 nature damage.
Toxic cannister's poison area effect hits Skeleton mage for 30 nature damage.
Toxic cannister's poison area effect hits Orc blood mage (subdued) for 30 nature damage.
Toxic cannister's poison area effect hits Skeleton mage for 30 nature damage.
Toxic cannister's poison area effect hits Degenerated skeleton warrior for 30 nature damage.
Toxic cannister's poison area effect hits Skeleton mage for 30 nature damage.
Toxic cannister's poison area effect hits Degenerated skeleton warrior for 30 nature damage.
Toxic cannister's poison area effect killed Orc blood mage (subdued)!
Eilinyrimina receives 137 healing.
A part of orc corruptor (subdued)'s bone shield regenerates.
Skeleton warrior misses Eilinyrimina.
Skeleton mage casts Manathrust.
Saving game...
