




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/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:
 Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to: 
 Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Auto-explore and Rest 1.7.2Quality 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. 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:
 Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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 | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Wanderer5in1 | 
| Level / Exp | 1 / 0% | 
| Size | medium | 
| Lifes / Deaths | Killed by large brown snake at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:06 0 / 2Killed by wolf at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:24  | 
Primary Stats
| Strength | 12 (base 12) | 
| Dexterity | 12 (base 12) | 
| Constitution | 12 (base 12) | 
| Magic | 12 (base 12) | 
| Willpower | 12 (base 12) | 
| Cunning | 12 (base 12) | 
Resources
| Life | -2/108 | 
| Equilibrium | 0 | 
| Steam | 0/100 | 
| Healing Factor | 1.0191526171258 | 
| Regeneration | 0.25478815428144 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Barehand
| Damage | 5 | 
| Accuracy | 7 | 
| Crit Chance | 2% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 13 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 0 (30%) | 
| Defense | 1 | 
| Ranged Defense | 1 | 
| Fatigue | 0 | 
| Physical Save | 8 | 
| Spell Save | 8 | 
| Mental Save | 8 | 
Defense: Resistances
| Physical | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Wanderer / Gunfighter | 0.80 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Magnetism | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wanderer / Gadgeteer | 0.80 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wanderer / Forager | 0.80 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Skirmisher - Slings | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Gunslinging | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wanderer / Technician | 0.80 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
Equipment
| Light source |  brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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.  | 
Inventory
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly.  | 
 iron dagger (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly.  | 
 iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly.  | 
 iron longsword (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly.  | 
 iron greatsword (14-22 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 14.0 - 22.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords.  | 
 elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 mossy mindstar (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mossy mindstar (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 iron shield (0 def, 2 armour, 10-11 power, 20.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices.  | 
 iron shield (0 def, 2 armour, 8-10 power, 16.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +16 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices.  | 
 iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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.  | 
 rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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.  | 
 rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather.  | 
 linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 manasurge rune (regen 613% over 10 turns; mana 31; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 613% for 10 turns (46 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes.  | 
 quiver of elm arrows (11/11, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 11 Arrows are used with bows to pierce your foes to death.  | 
 rough leather sling4.0 Encumbrance T1 sling 1H weapon [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes.  | 
 pouch of iron shots (19/19, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 Shots are used with slings to pummel your foes to death.  | 
 linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail.  | 
 Transmogrification Chest2.0 Encumbrance 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.  | 
 Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
simple healing salve [power 108] simple healing salve [power 108]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 108 Puts Talent Medical Injector on 15 turn cooldown Medical salve.  | 
simple frost salve [power 9] simple frost salve [power 9]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve.  | 
 medical injector implant (efficiency 80% / cooldown 99%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 80% / cooldown 99%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 iron steamsaw (9-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 9.0 - 13.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +13 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue +4% other ------- Talents +1 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!  | 
 iron steamsaw (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue +4% other ------- Talents +1 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!  | 
 iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
Achievements
Log
Wolf performs a melee critical strike against Randy!
Large brown snake hits Randy for 7 physical damage.
Wolf hits Randy for 7 physical damage.
--------------------------------
Wolf misses Randy.
Large brown snake hits Randy for 7 physical damage.
--------------------------------
Large brown snake hits Randy for 7 physical damage.
Wolf hits Randy for 5 physical damage.
--------------------------------
Large brown snake hits Randy for 7 physical damage.
Wolf misses Randy.
Large brown snake hits Randy for 7 physical damage.
--------------------------------
Wolf hits Randy for 5 physical damage.
Large brown snake hits Randy for 7 physical damage.
Wolf hits Randy for 5 physical damage.
--------------------------------
Large brown snake hits Randy for 7 physical damage.
Wolf hits Randy for 5 physical damage.
--------------------------------
Large brown snake hits Randy for 7 physical damage.
Wolf hits Randy for 5 physical damage.
Randy the level 1 cornac wanderer5in1 was dissected to death by a wolf on level 1 of Trollmire.




































































