


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| 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. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Select your Escorts 1.6.0Allows 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. Ignore Race/Class Locks 1.1.0Modifies 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.] Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Grove Keeper 1.6.0Adds 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. Extra Dungeons 1.5.5In 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: Better Item Description 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 20 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Layovea the grannor'vor at level 14 on the 33rd Dusk 122nd year of Ascendancy at 05:35 0 / 6Killed by Layovea the grannor'vor at level 14 on the 33rd Dusk 122nd year of Ascendancy at 09:02 Killed by Cultist at level 16 on the 62nd Dusk 122nd year of Ascendancy at 10:15 Killed by snow giant boulder thrower at level 18 on the 64th Dusk 122nd year of Ascendancy at 12:11 Killed by snow giant boulder thrower at level 18 on the 64th Dusk 122nd year of Ascendancy at 14:33 Killed by Urkis, the High Tempest at level 20 on the 46th Haze 122nd year of Ascendancy at 18:34 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 25) |
| Dexterity | 44 (base 33) |
| Constitution | 17 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 66 (base 44) |
Resources
| Life | -34/493 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.4961497326203 |
| Regeneration | 6.3586363636364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +200% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 34 |
| Crit Chance | 21% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Light | +3% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 26 |
| Ranged Defense | 28 |
| Fatigue | 10 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 42%( 70%) |
| Lightning | + 47%( 70%) |
| Acid | + 37%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 26%( 70%) |
| Fire | + 20%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 43% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. |
| 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 119% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Rocket Pod |
| talent | Rocket Boots |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 43% and triggers a radius 6 conal explosion dealing 127% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | You gain 14% resistance against lightning. Resolve |
Quests
You failed to protect the injured seer from death by Islemina the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by forest troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brightvault the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +12% acid +6% fire Max.HP +60.00 HP.reg +3.00 Heal.mod +12% Stun/Frz- +10% ---------- misc Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | Soottickler (17/17, 20.5-24.6 power, 2 apr) 3.0 T2 shot ammo [Rare] Nature Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +12 acid +12 darkness +12 fire +4 lightning On Hit.r1 +4 acid On Crit.r2 +12 darkness +7 fire On Hit: * 20% chance to reduce damage dealt by 17% While equipped: ---------- misc Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Kindlehack the dwarven-steel helm (0 def, 12 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +2 Cun dps ---------- Dmg.mod +9% fire ----- def ----- Armour +12 Fatigue +4% Resists +9% acid +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing steel torque of gale force [power 105] (15 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | enhanced steel steamgun of dampening 4.0 T2 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 50 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +4 Mag +5 Wil +5 Cun +3 Con ----- def ----- Resists +8% acid +7% fire +8% cold +8% lightning +2% all Spell.save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
| In off hand | swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 30-36 power, 80.5 block)7.0 T3 shield armor [Ego++] Nature/Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 While equipped: Stats +2 Str +4 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +5% fire +5% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +6 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning 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. |
| Around neck | cleansing steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +11% nature +10% blight Poison- +23% Disease- +27% Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 95% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 92% / cooldown 91%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
biting gale rune of the duelist (damage 176; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
mindweaver's copper amulet0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +11% Amulets can have magical properties. |
cleansing gold amulet of mastery (0.23 Steamtech / Artillery)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +26% Disease- +27% ---------- misc Masteries +0.23 Steamtech/Artillery Amulets can have magical properties. |
Kilnbliss the ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+2 eff.) Dmg.mod +12% mind +15% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +15% mind HP.reg +0.90 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poromima the ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +15% physical ----- def ----- Defense +9 (+5 eff.) Resists +6% fire Blind- +20% Cut- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.98 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Yvaldabeth' (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% temporal +6% arcane +15% cold ----- def ----- Resists +5% arcane ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lisagamira the Murkprophet (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 cold On Hit.r1 +16 darkness On Crit.r2 +4 temporal On Hit: * 20% chance to reduce damage dealt by 17% While equipped: dps ---------- Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% temporal Massive two-handed mauls. |
steady cured leather sling of acid4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% acid Acc +5 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Galerot4.0 T2 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +13% acid +6% arcane +3% lightning Res.pen +10% lightning ----- def ----- Mind.save +18 (+9 eff.) Max.HP +100.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mayalena the dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Acc +9 (+5 eff.) ----- def ----- Armour +6 ---------- misc Max.stam +30.00 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
self-loading quiver of ash arrows of daylight (13/13, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 13 Rld cld 3 Ranged+ +11 light Against +12% Undead Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (14/14, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
blazing pouch of steel shots of amnesia (23/23, 18-21.6 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Psionic Power 18.0 - 21.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Ranged+ +9 fire On Crit.r2 +5 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Glirethra the Flashward (0 def, 4 armour, 16.5-19.8 power, 42 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +12% lightning +6% mind Res.pen +5% fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 30-42 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 30.0 - 42.0 Physical Uses 150% Cun Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +9% all Poison- +24% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +34.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -2% Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smolderlore the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% arcane +3% fire Res.pen +15% acid Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Beleba (20 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Cun dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% mind Apr +2 ----- def ----- Armour +1 Defense +20 (+10 eff.) Fatigue +1% Phys.save +3 (+1 eff.) A hat made of leather. Very stylish. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
64 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Samp the Cornac Annihilator level 19
27th Haze 122nd year of Ascendancy at 13:58 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Samp the Cornac Annihilator level 11
6th Dusk 122nd year of Ascendancy at 05:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Samp the Cornac Annihilator level 20
46th Haze 122nd year of Ascendancy at 18:18 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Samp the Cornac Annihilator level 10
4th Mirth 122nd year of Ascendancy at 13:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Samp the Cornac Annihilator level 20
46th Haze 122nd year of Ascendancy at 17:52 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Samp the Cornac Annihilator level 16
41st Dusk 122nd year of Ascendancy at 18:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Samp the Cornac Annihilator level 16
62nd Dusk 122nd year of Ascendancy at 08:20 see stats
Log
Gwelgoroth is corroded.
Samp's Rocket Pod hits Gwelgoroth for 57 fire, 12 acid, 12 darkness, 17 fire, 0 lightning, 51 acid (148 total damage).
Samp's Rocket Pod hits Storm drake hatchling for 39 fire damage.
Samp's Rocket Pod killed Storm drake hatchling!
Samp's cleansing fire area effect hits Gwelgoroth for 149 fire damage.
Samp's cleansing fire area effect killed Gwelgoroth!
Samp deactivates Rocket Boots.
New Achievement: Exterminator (Nightmare (Adventure) difficulty)!
Ran for 2 turns (stop reason: dialog is displayed).
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Samp deactivates Rocket Pod.
Samp activates Rocket Pod.
Talent Reactive Armor is ready to use.
Samp deactivates Exoskeleton.
Samp is no longer attuned.
Ran for 2 turns (stop reason: taken damage).
Samp attunes to the damage.
Samp resists!
Something hits Samp for 334 lightning damage.
Talent Reactive Armor is ready to use.
Samp activates Rocket Boots.
Samp receives 260 healing.
Saving game...









































































































