















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Keep Transmo Tab 1.7.0Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. 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.
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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! Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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: Visibly Distinct Shadow Crypt 1.7.0Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: 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:
Items Vault 1.7.0Donators/Buyers bonus! Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Verbose Cursed Sentry 1.7.0]Modifies the tooltips of the Cursed Sentry and Choose Cursed Sentry talents to list the currently selected weapon (if any) for use with Cursed Sentry. Technomancy Tweaks 1.7.0Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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. Stealth Transmo 1.7.0Modifies certain quest artifacts so that using them while no hostiles are in line of sight does not break stealth. Currently supported:
|
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 20 / 49% |
Size | medium |
Lifes / Deaths | Killed by steam giant berserker at level 12 on the 31st Retaking 124th year of Ascendancy at 05:49 1 / 4Killed by Emekira the whitehoof ghoul at level 17 on the 27th Revenge 124th year of Ascendancy at 04:24 Killed by Nektosh the One-Horned at level 18 on the 27th Revenge 124th year of Ascendancy at 12:25 Killed by Nektosh the One-Horned at level 18 on the 27th Revenge 124th year of Ascendancy at 15:25 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 54 (base 47) |
Constitution | 13 (base 10) |
Magic | 9 (base 10) |
Willpower | 27 (base 22) |
Cunning | 32 (base 27) |
Resources
Life | 389/389 |
Psi | 123/123 |
Steam | 100/100 |
Healing Factor | 1.2283363011315 |
Regeneration | 8.9054381832034 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 33 |
Accuracy | 54 |
Crit Chance | 23% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 45 |
Crit Chance | 14% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +10% |
Nature | +8% |
Physical | +24% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 12 |
Mental Save | 30 |
Defense: Resistances
Acid | + 36%( 70%) |
Nature | + 41%( 70%) |
Blight | + 35%( 70%) |
Physical | + 42%( 70%) |
Cold | + 48%( 70%) |
All | + 31%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 40% |
Poison Resistance | 40% |
Blind Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 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 123% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 67%. Its effects scale with your Strength 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gestalt |
talent | Molten Iron Blood |
beneficial effect | Your mindstar(s) are attuned as follows: Attune Minstarcreative thorny mindstar of clarity (15 - 16 damage, 24 apr, mind damage) : mind |
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. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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 |
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. | active |
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 | ![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +1 Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 38.85 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Ego+] Nature/Master Weapon Damage 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +12.5% Capacity 12 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Explosive Shell Effective talent level: 2.0 Use mode: Activated Steam cost: 5 Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 142.37 physical damage. This talent does not use ammo as it is the ammo. Metallic Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% nature +6% blight other ------- Light +4 A hat made of leather. Very stylish. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 167 physical damage Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Fatigue -6% other ------- Encumbrance +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+4 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire Effective talent level: 3.0 Use mode: Activated Steam cost: 45 Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: You fire an incredibly potent shot at an enemy, doing 162% damage and dazing them for 5 turns. The daze chance increases with your Steampower. Metallic It's said that Talosis never lost an argument. Now you know why. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 8 acid Damage +6% acid Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +36 20% chance of physical repulsion While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +7.00% Mindpower +6 (+3 eff.) defense ------ Mind save +5 (+2 eff.) other ------- Max psi +16.00 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +16% physical defense ------ Resistance +11% all +16% physical Mind save +15 (+7 eff.) Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +8 Resistance +12% cold +5% arcane +3% light Unlife -40.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +4% Critical power +16.00% Mindpower +8 (+4 eff.) defense ------ Life +18.00 Life Regen +0.90 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. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 40 On-ranged-hit +7 nature While equipped: other ------- Reload +1 Metallic Shots are used with slings to pummel your foes to death. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +13% nature +11% blight Life +22.00 Metallic A suit of armour made of mail. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +11 (+5 eff.) Mind save +13 (+6 eff.) Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. Metallic You always thought his horns looked kind of stupid, to be honest. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Effective talent level: 1.0 Use mode: Passive Is: a steamtech power Description: You shred pieces of sandwalls. Brrrmmm!. Metallic Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Metallic Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Effective talent level: 2.0 Use mode: Activated Steam cost: 5 Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 208% physical weapon damage. The steamsaw will cut into the target, doing 104% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Metallic Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 123% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 152] simple healing salve [power 152]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 123% efficiency and 53% cooldown modifier. Heal 152 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Kyrevon the Orc Psyshot level 14
50th Retaking 124th year of Ascendancy at 18:09 see stats
By Kyrevon the Orc Psyshot level 10
27th Retaking 124th year of Ascendancy at 21:06 see stats
By Kyrevon the Orc Psyshot level 20
34th Revenge 124th year of Ascendancy at 01:57 see stats
Log
Kyrevon shoots!
Kyrevon roars triumphantly.
Kyrevon's Shoot hits Fire drake hatchling for 126 physical damage.
Kyrevon's Shoot killed Fire drake hatchling!
Resting starts...
Kyrevon calms down.
Kyrevon is no longer inspired.
Talent Orcish Fury is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
You pickup 0.70 gold pieces.
Kyrevon picks up (o.): aquamarine.
Kyrevon uses Orcish Fury.
Kyrevon enters a state of bloodlust.
Ran for 2 turns (stop reason: hostile spotted to the north (sandworm destroyer)).
Kyrevon shoots!
Kyrevon's Shoot performs a ranged critical strike against Sandworm destroyer!
You collect a new ingredient: sandworm tooth (1).
Kyrevon roars triumphantly.
Kyrevon's Shoot hits Sandworm destroyer for 177 physical damage.
Kyrevon's Shoot killed Sandworm destroyer!
Resting starts...
Kyrevon is no longer inspired.
Kyrevon calms down.
Rested for 21 turns.
A psionic shield forms around Kyrevon.