
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. 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 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. 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 23 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by losselhing at level 13 on the 26th Retaking 124th year of Ascendancy at 07:04 0 / 6Killed by faerlhing at level 14 on the 26th Retaking 124th year of Ascendancy at 09:25 Killed by Xatira the whitehoof ghoul at level 18 on the 39th Retaking 124th year of Ascendancy at 01:21 Killed by Layerath the ritch larva at level 22 on the 4th Revenge 124th year of Ascendancy at 06:25 Killed by ritch hunter at level 23 on the 4th Revenge 124th year of Ascendancy at 16:01 Killed by Cyryvena the ritch hive mother at level 23 on the 4th Revenge 124th year of Ascendancy at 17:09 |
Primary Stats
| Strength | 73 (base 53) |
| Dexterity | 26 (base 22) |
| Constitution | 10 (base 11) |
| Magic | 34 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 42 (base 32) |
Resources
| Life | -444/696 |
| Steam | 52/80 |
| Healing Factor | 1.024 |
| Regeneration | 8.6528 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | +10.000000000003% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 29 |
| Crit Chance | 14% |
| APR | 29 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 29 |
| Crit Chance | 13% |
| APR | 24 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 11% |
| Speed | 1.4285714285714 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 11% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 46.317011280365 (73.452380952381%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 36 |
| Physical Save | 38 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Acid | -2%( 70%) |
| Blight | -13%( 70%) |
| Physical | -10%( 70%) |
| Cold | + 18%( 70%) |
| All | -20%( 70%) |
| Darkness | -4%( 70%) |
| Mind | -9%( 70%) |
| Fire | + 9%( 70%) |
| Lightning | -14%( 70%) |
Defense: Immunities
| Pinning Resistance | 18% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| 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 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength 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 109% efficiency and cooldown mod of 53%. Its effects scale with your Magic 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 131% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| talent | Mow Down |
| detrimental effect | The target is on fire, taking 158.08 fire damage per turn. Burning |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 23.69 blight damage per turn. Rotting Disease |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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. | active |
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 need to have free 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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | 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 | pair of hardened leather boots 'Velama' (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +4 Mag +4 Wil +5 Cun dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +3 Resists +6% blight Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -60.00 life ---------- misc Spell.cld 10% Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 | Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) Mov.spd +10% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 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. |
| On hands | Chalukalthobers the Unlightstalker (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Resists +6% fire +3% mind +3% darkness HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +12.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing [power 60] (12/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 60 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +6 (+3 eff.) Rings can have magical properties. |
| Around neck | warrior's copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
| In main hand | Zubeminne the Cystwyrd (30-45 power, 19 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +10 nature On Hit: * 20% chance to slow global speed by 46% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * splashes acid on your target dealing 32 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Res.pen +20% physical ----- def ----- Armour +5 Defense +18 (+7 eff.) Fatigue +10% Resists +9% acid +9% fire +9% cold +5% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | reinforced rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +5 (+3 eff.) Phys.save +10 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +49.00 A belt that goes around your waist. |
| In off hand | Xerukira (26.5-39.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +50 Melee+ +8 acid On Hit: * 20% chance to reduce armor by 31% Uses 1.0 Steam While equipped: Stats +1 Str +2 Mag ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +3% fire ---------- misc See.Invis +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Hettantir the steel mail armour (2 def, 8 armour) 14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +8% cold +6% mind HP.reg +4.00 Poison- +50% Disease- +50% Cut- +40% ---------- misc Breathe water A suit of armour made of mail. |
Inventory
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 284; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
balanced steel greatsword of paradox (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 temporal While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +9% temporal Disarm- +31% Massive two-handed swords. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
hardened leather belt 'Blazeoblivion'1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Resists +8% acid +7% blight A belt that goes around your waist. |
Freezesaw (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% cold Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +8% fire +16% cold +6% lightning ---------- misc Equi/ret +0.16 Hate/m.crit +5.00 A hat made of leather. Very stylish. |
10 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. |
5 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
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. |
6 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. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 healing salve [power 163] potent healing salve [power 163]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 163 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 140] potent pain suppressor salve [power 140]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -140 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 202] powerful healing salve [power 202]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 202 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron spike attachment0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
9 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. |
3 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. |
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. |
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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Jeleh the Whitehoof Sawbutcher level 11
22nd Retaking 124th year of Ascendancy at 11:41 see stats
Level 10
Got a character to level 10.By Jeleh the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 01:25 see stats
Level 20
Got a character to level 20.By Jeleh the Whitehoof Sawbutcher level 20
2nd Revenge 124th year of Ascendancy at 13:34 see stats
That was close
Killed your target while having only 1 life left.By Jeleh the Whitehoof Sawbutcher level 13
26th Retaking 124th year of Ascendancy at 07:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jeleh the Whitehoof Sawbutcher level 21
3rd Revenge 124th year of Ascendancy at 11:29 see stats
Log
Ritch centipede is corroded.
Aeryseda the ritch larva is pinned to the ground.
Tempest of Metal misses Cyryvena the ritch hive mother.
Cyryvena the ritch hive mother evades Tempest of Metal.
Aeryseda the ritch larva strafes with his steamguns!
Jeleh deflects the projectile from Aeryseda the ritch larva but fumbles!
Tempest of Metal hits Ritch centipede for 33 physical, 8 nature, 6 fire, 13 physical, 28 acid, 17 physical, 7 acid, 6 fire, 13 physical (132 total damage).
Tempest of Metal hits Aeryseda the ritch larva for (12 resist armour), 11 physical, (6 resist armour), 0 nature, (4 resist armour), 0 fire, (10 resist armour), 0 physical, (12 resist armour), 0 physical, (6 resist armour), 0 acid, (4 resist armour), 0 fire, (10 resist armour), 0 physical (12 total damage).
Jeleh hits Aeryseda the ritch larva for (12 resist armour), 34 physical, (6 resist armour), 0 acid, (4 resist armour), 0 fire, (10 resist armour), 0 physical (34 total damage).
Aeryseda the ritch larva reloads.
Jeleh is not affected anymore by the salve.
Talent Saw Wheels is ready to use.
Aeryseda the ritch larva's Strafe hits Jeleh for 34 physical damage.
Rotting Disease from Aeryseda the ritch larva hits Jeleh for 8 blight damage.
Aeryseda the ritch larva's Strafe hits Jeleh for 34 physical damage.
Burning from Aeryseda the ritch larva hits Cyryvena the ritch hive mother for (6 resist armour), 0 fire (0 total damage).
Burning from Cyryvena the ritch hive mother hits Jeleh for 71 fire damage.
Ritch centipede hits Jeleh for 6 blight damage.
Bleeding from Jeleh hits Ritch centipede for 8 physical damage.
Bleeding from Jeleh hits Aeryseda the ritch larva for (12 resist armour), 4 physical (4 total damage).
Burning from Jeleh hits Aeryseda the ritch larva for (6 resist armour), 0 fire (0 total damage).
Burning from Jeleh hits Ritch centipede for 4 fire damage.
Cyryvena the ritch hive mother performs a diseased attack against Jeleh.
Cyryvena the ritch hive mother hits Jeleh for 36 blight, 0 fire (36 total damage).
Cyryvena the ritch hive mother casts Flame.
Cyryvena the ritch hive mother's spell attains critical power!
Aeryseda the ritch larva shrieks.
Ritch centipede misses Jeleh.
Cyryvena the ritch hive mother's Flame hits Jeleh for 41 fire damage.
Saving game...



















































































