















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
 Ashes of Urh'Rok 1.5.0Official 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:
 Better Item Description 1.5.10This 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 | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 13 / 50% | 
| Size | medium | 
| Lifes / Deaths | Killed by sun-mage at level 11 on the 25th Retaking 124th year of Ascendancy at 20:252 / 2 Killed by sunwall vindicator at level 12 on the 28th Retaking 124th year of Ascendancy at 03:21 | 
Primary Stats
| Strength | 18 (base 10) | 
| Dexterity | 34 (base 30) | 
| Constitution | 16 (base 11) | 
| Magic | 9 (base 10) | 
| Willpower | 11 (base 10) | 
| Cunning | 38 (base 37) | 
Resources
| Life | 367/367 | 
| Steam | 100/100 | 
| Healing Factor | 1.0483870967742 | 
| Regeneration | 4.4556451612903 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 6 | 
| See Stealth | 7 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 23 | 
| Accuracy | 30 | 
| Crit Chance | 12% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 23 | 
| Accuracy | 30 | 
| Crit Chance | 12% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 15 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +18% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +8% | 
Defense: Base
| Armour (hardiness) | 25 (45%) | 
| Defense | 21 | 
| Ranged Defense | 22 | 
| Fatigue | 9 | 
| Physical Save | 20 | 
| Spell Save | 7 | 
| Mental Save | 17 | 
Defense: Resistances
| Physical | + 5%( 70%) | 
| Darkness | + 5%( 70%) | 
| Light | + 7%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Bleed Resistance | 40% | 
| Poison Resistance | 40% | 
| Blind Resistance | 20% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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 90% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use 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 99% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Dexterity stat. | 
Class Talents
| Steamtech / Elusiveness | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunslinging | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Automated Cloak Tessellation | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To 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 | 
| The giants have breached the mountain-side of Kruk pride!Homeland They 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 Shopowner He 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 | 
| You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon.Yeti Reinforcements Wild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 rough leather boots of uncanny dodging (2 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. | 
| Quiver |  barbed pouch of iron shots of erosion (22/22, 12.5-15 power, 1 apr) 3.0 T1 shot ammo [Ego] Nature/Master Power 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +6 temporal +7 nature +6 bleed On Crit: * wounds the target for 7 turns: 9 bleeding, 41% reduced healing While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +2 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 |  stabilizing rough leather cap of strength (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. | 
| On hands |  sand hardened leather gloves of strength (+3) (0 def, 7 armour) 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +7 ---------- misc Talents +2 Flash Powder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  ash totem of thorny skin [power 27]  (20 cooldown) 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +9 Rings can have magical properties. | 
| Around neck |  steel amulet of dexterity (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. | 
| In main hand |  steel steamgun of power 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  nightruned rough leather belt 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +7% light +5% darkness A belt that goes around your waist. | 
| In off hand |  iron steamgun 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  Wrap of Stone (0 def, 10 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 53.94 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
| Main armor |  Skin of Many (12 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
Inventory
|  Primal Infusion (affinity 12%; cure magical, physical, mental) 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  iron steamgun 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  pouch of iron shots (13/15, 14.5-17.4 power, 1 apr) 3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 15 While equipped: Shots are used with slings to pummel your foes to death. | 
|  kruk cloak (2 def, 0 armour) 2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. | 
|  Yeti Mind Controller (0 def, 3 armour) 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+6 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. | 
|  agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.0 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. | 
|  2 zircon 0.0 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. | 
|  opal 0.0 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. | 
|  Tower Detonator 0.0 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. | 
|  Automated Portable Extractor 0.0 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. | 
|  crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  Stralite Sand Shredder 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  Yeti's Psychoportation Beacon 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. | 
| simple frost salve [power 10]simple frost salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 58% cooldown modifier. 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 120]simple healing salve [power 120] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 90% efficiency and 58% cooldown modifier. Heal 120 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  iron pickaxe of endurance (dig speed 37 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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 240/400 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. | 
|  supercharged ash totem of thorny skin [power 37]  (23 cooldown) 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 40% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  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! | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By tote the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 02:49 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By tote the Orc Gunslinger level 12
32nd Retaking 124th year of Ascendancy at 06:06 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By tote the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 02:11 see stats
Log
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
Tote wears: steel amulet of dexterity (+3).
You gain 0.10 gold from the melting of ash wand of clairvoyance [power 10]  (6 cooldown).
You collect a new ingredient: lump of steel (1).
You gain 1.88 gold from the melting of impenetrable steel plate armour of clarity (4 def, 15 armour).
You collect a new ingredient: lump of steel (1).
You gain 2.05 gold from the melting of spiked steel mail armour of acid resistance (2 def, 6 armour).
You gain 2.99 gold from the melting of focusing woollen robe (0 def, 0 armour).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel steamsaw (14-21 power, 8 apr).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.05 gold from the melting of nature's vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel waraxe (13-18.2 power, 3 apr).
You gain 0.10 gold from the melting of steel amulet.
You gain 15.00 gold from the melting of Sunstone.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Steamgun.
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 2.09 gold from the melting of insidious poison infusion of the sneak (24 nature damage, 25% healing reduction).
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Tote tessellates his cloak!










































