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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.7.0Places 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. '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. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! 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:
Allow Respec Anywhere 1.2.3Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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 Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Annihilator |
| Level / Exp | 35 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 26 on the 7th Pain 124th year of Ascendancy at 21:01 0 / 9Killed by worm that walks at level 26 on the 9th Pain 124th year of Ascendancy at 04:43 Killed by luminous horror at level 27 on the 9th Pain 124th year of Ascendancy at 17:00 Killed by luminous horror at level 27 on the 9th Pain 124th year of Ascendancy at 21:30 Killed by Islabrena the netherworm mass at level 33 on the 42nd Pain 124th year of Ascendancy at 23:15 Killed by venom drake at level 33 on the 43rd Pain 124th year of Ascendancy at 00:14 Killed by High Sun Paladin Aeryn at level 35 on the 4th Loss 124th year of Ascendancy at 23:15 Killed by High Sun Paladin Aeryn at level 35 on the 4th Loss 124th year of Ascendancy at 23:20 Killed by High Sun Paladin Aeryn at level 35 on the 5th Loss 124th year of Ascendancy at 00:43 |
Primary Stats
| Strength | 43 (base 21) |
| Dexterity | 74 (base 60) |
| Constitution | 22 (base 13) |
| Magic | 31 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 90.4 (base 60) |
Resources
| Life | -96/849 |
| Steam | 100/100 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 71 |
| Crit Chance | 39% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Temporal | +6% |
| Physical | +14% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| All | 0% |
| Temporal | +7% |
Defense: Base
| Armour (hardiness) | 47.317011280365 (92.903125182002%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 30 |
| Physical Save | 52 |
| Spell Save | 26 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 11%( 70%) |
| Darkness | + 18%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| 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 13.5 steam per turn. Can be activated for an instant burst of 68 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 118% efficiency and cooldown mod of 72%. |
| 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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | wanderer's pair of dwarven-steel boots of phasing (0 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil +4 Cun +3 Con ----- def ----- Armour +5 Fatigue +3% Phys.save +17 (+6 eff.) Mind.save +11 (+4 eff.) ---------- misc Talents +2 Rocket Boots Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr) 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: ---------- misc Talents +2 Magnetic Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. This object's appearance was changed to Plumpkin Daper: Gembag. |
| Light source | bright alchemist's lamp of the moons1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +7% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 89.53 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | polar dwarven-steel gauntlets of the iron hand (0 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Melee+ 10 cold Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +3% Resists +6% cold Disarm- +25% ---------- misc Talents +1 Sand Shredder Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Plumpkin Daper: Metal Gauntlets. |
| Tool | powerful ash totem of healing [power 182] (13/15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +24 (+6 eff.) Apr +9 ----- def ----- Defense +13 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +5 Str +9 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +6 Resists +5% physical Phys.save +13 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | warden's stralite steamgun of true flight 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Crit +8.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Mag dps ---------- Phys.crit +5.0% Dmg.mod +6% temporal +9% physical Res.pen +7% temporal +9% physical Acc +10 (+2 eff.) ---------- misc Reload +5 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | reinforced hardened leather belt 1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Phys.save +15 (+5 eff.) A belt that goes around your waist. |
| In off hand | dwarven-steel shield of shrapnel (0 def, 7 armour, 35-42 power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 35.0 - 42.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. This object's appearance was changed to Plumpkin Daper: Jack-o-lantern Shield. |
| Cloak | enveloping cashmere cloak of backstabbing (11 def, 0 armour) 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +11 (+3 eff.) Resists +18% lightning Phys.save +8 (+3 eff.) Stealth +7 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Plumpkin Daper: Cloak 2. |
| Main armor | enlightening stralite mail armour (4 def, 10 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Hardiness +20% Defense +4 (+1 eff.) Fatigue +16% Mind.save +15 (+5 eff.) A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
2 schematic: Air Recycler0.1 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. |
3 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: 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. |
schematic: Fungal Web0.1 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: Iron Grip0.1 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: Magnetic Shell0.1 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: Mental Stimulator0.1 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: Pain Suppressor 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: Razor Edge0.1 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: Rocket Boots0.1 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: Saw Projector0.1 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: Shocking Touch0.1 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: Steamsaw0.1 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: Thunder Grenade0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
archmage's gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +4% acid +5% fire +6% cold +6% lightning Amulets make your neck look great! |
stralite amulet 'Splendourrot'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +10% mind Melee Ret 10 mind 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% lightning +12% mind Amulets make your neck look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Rings make your fingers look great! |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. This object's appearance was changed to Plumpkin Daper: Steamgun 1. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
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 (+3 eff.) Resists +0% lightning +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. This object's appearance was changed to Plumpkin Daper: Cloak 2. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 65% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This object's appearance was changed to Plumpkin Daper: Metal Greaves. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
bladed dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +9 Str +5 Dex +3 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+2 eff.) ---------- misc Light +1 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
radiant dwarven-steel plate armour of acid resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +13% blight +14% darkness +15% acid ---------- misc Light +1 A suit of armour made of metal plates. |
corrosive steel shield of the stars (0 def, 4 armour, 16-20 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +10 acid +12 light +12 darkness While equipped: Stats +2 Mag +2 Cun +2 Con dps ---------- Dmg.mod +12% light +11% darkness On Melee Ret: * 11% chance to reduce armor by 24% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. This object's appearance was changed to Plumpkin Daper: Jack-o-lantern Shield. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane 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. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 179] potent healing salve [power 179]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 179 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful ash totem of summon tentacle [power 150] (13/25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 302 Base Damage: 150 Armor: 6 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding [power 176] (13/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Catalina the Whitehoof Annihilator level 25
36th Revenge 124th year of Ascendancy at 18:37 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Catalina the Whitehoof Annihilator level 10
21st Retaking 124th year of Ascendancy at 05:23 see stats
Exterminator
Killed 1000 creatures.By Catalina the Whitehoof Annihilator level 27
12nd Pain 124th year of Ascendancy at 22:11 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Catalina the Whitehoof Annihilator level 24
36th Revenge 124th year of Ascendancy at 18:09 see stats
Level 10
Got a character to level 10.By Catalina the Whitehoof Annihilator level 10
20th Retaking 124th year of Ascendancy at 23:13 see stats
Level 20
Got a character to level 20.By Catalina the Whitehoof Annihilator level 20
22nd Revenge 124th year of Ascendancy at 12:40 see stats
Level 30
Got a character to level 30.By Catalina the Whitehoof Annihilator level 30
17th Pain 124th year of Ascendancy at 01:30 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Catalina the Whitehoof Annihilator level 31
18th Pain 124th year of Ascendancy at 07:01 see stats
Size matters
Did over 600 damage in one attack.By Catalina the Whitehoof Annihilator level 32
41st Pain 124th year of Ascendancy at 18:25 see stats
That was close
Killed your target while having only 1 life left.By Catalina the Whitehoof Annihilator level 33
43rd Pain 124th year of Ascendancy at 00:14 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Catalina the Whitehoof Annihilator level 17
21st Revenge 124th year of Ascendancy at 18:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Catalina the Whitehoof Annihilator level 13
35th Retaking 124th year of Ascendancy at 09:58 see stats
Log
Talent Flame Turret is ready to use.
Catalina's Rocket Pod performs a ranged critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn shrugs off the effect 'Slow'!
Catalina's Rocket Pod hits High Sun Paladin Aeryn for (47 absorbed), 47 fire, (11 absorbed), 11 fire, (3 absorbed), 3 mind (61 total damage).
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing, 12 healing (0 total damage) [35 healing].
Catalina uses Vital Shot.
High Sun Paladin Aeryn is stunned!
High Sun Paladin Aeryn is crippled.
High Sun Paladin Aeryn shrugs off the effect 'Slow'!
Catalina's Vital Shot hits High Sun Paladin Aeryn for (193 absorbed), 193 physical, (3 absorbed), 3 mind (196 total damage).
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [23 healing].
Catalina is pulled in!
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
Burning Phosphorous from Catalina hits High Sun Paladin Aeryn for (7 absorbed), 7 fire (7 total damage).
High Sun Paladin Aeryn hits Catalina for (1 flat reduction), (17 exoskeleton), 23 fire, (1 flat reduction), (0 exoskeleton), 43 light, (1 flat reduction), (0 exoskeleton), 30 physical (95 total damage).
Catalina resists the silence!
High Sun Paladin Aeryn's sanctity area effect hits Catalina for (1 flat reduction), (0 exoskeleton), 8 light (8 total damage).
High Sun Paladin Aeryn casts Rune: Shatter Afflictions.
High Sun Paladin Aeryn is not stunned anymore.
A shield forms around High Sun Paladin Aeryn.
Catalina's Rocket Pod performs a ranged critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn shrugs off the effect 'Slow'!
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [23 healing].
Catalina's Rocket Pod hits High Sun Paladin Aeryn for (8 absorbed), (88 absorbed), 0 fire, (4 absorbed), 17 fire, 5 mind (23 total damage).
High Sun Paladin Aeryn hits Catalina for (17 exoskeleton), 343 light (343 total damage).
Catalina the level 35 whitehoof annihilator was radiated to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.



























































































