















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
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.
Better Item Description 1.7.4This 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 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:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 18 / 87% |
| Size | big |
| Lifes / Deaths | Killed by bloated horror at level 8 on the 79th Pyre 122nd year of Ascendancy at 13:57 2 / 3Killed by orc soldier at level 9 on the 2nd Mirth 122nd year of Ascendancy at 04:39 Killed by shadow at level 10 on the 6th Mirth 122nd year of Ascendancy at 08:23 |
Primary Stats
| Strength | 65 (base 32) |
| Dexterity | 16 (base 11) |
| Constitution | 47 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 64 (base 43) |
Resources
| Life | 544/583 |
| Steam | 100/100 |
| Healing Factor | 1.4127606926747 |
| Regeneration | 5.0823716124092 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 24 |
| Crit Chance | 21% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 24 |
| Crit Chance | 19% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Light | +10% |
| Temporal | +5% |
| Physical | +10% |
| Arcane | +3% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 59.317011280365 (72.903125182002%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 36 |
| Physical Save | 45 |
| Spell Save | 24 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Darkness | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 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 33 steam. Its effects scale with your Dexterity 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grinding Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed length of troll intestine. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of iron boots 'Hailwind' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% acid Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Phys.save +5 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +21 (+7 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Falifast the Demonjam (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 9 temporal Dmg.mod +5% temporal Res.pen +25% fire On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +3% fire +9% darkness +10% temporal 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. |
| Tool | Ce'Nyna the Winterzeal (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% cold ----- def ----- Resists +7% darkness +5% fire +6% light +1% physical Crit.chn- 10.00% Mind.save +6 (+2 eff.) Max.HP +60.00 Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +6 (+3 eff.) Resists +20% acid Rings make your fingers look great! |
| On fingers | copper ring 'Hailfear'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% acid +3% arcane On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +5% arcane Phys.save +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | Glynor the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +4 Wil ----- def ----- Resists +3% lightning +5% arcane Die.at -20.00 life Disease- +10% Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | voratun steamsaw of massacre (48-71 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 47.5 - 71.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +109 On Hit: * splashes acid on your target dealing 24 damage and reducing their armor Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 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 | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | flaming dwarven-steel steamsaw of massacre (26-40 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Hit: * splashes acid on your target dealing 24 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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! |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of stability (3 def, 20 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +20 Defense +3 (+1 eff.) Fatigue +13% Resists +6% physical Phys.save +11 (+3 eff.) A suit of armour made of mail. |
Inventory
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune (range 4; phase 12; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 98; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
blazebringer's steel dagger of projection (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +11 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +3% Res.pen +5% fire Sharp, short and deadly. |
Demonworth (50-75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 50.0 - 75.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 15% While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% darkness ----- def ----- Resists +3% acid ---------- misc Equi/ret +0.12 Massive two-handed mauls. |
yew magestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+9 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +15% One-handed war axes. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel helm 'Hendur' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% light +26% darkness Mind.save +3 (+1 eff.) Teleport- +20% ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
powerful healing salve [power 213] powerful healing salve [power 213]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 213 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel torque of gale force [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Achievements
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hooter the Cornac Sawbutcher level 18
37th Haze 122nd year of Ascendancy at 04:31 see stats
Level 10
Got a character to level 10.By Hooter the Cornac Sawbutcher level 10
5th Mirth 122nd year of Ascendancy at 14:54 see stats
That was close
Killed your target while having only 1 life left.By Hooter the Cornac Sawbutcher level 9
2nd Mirth 122nd year of Ascendancy at 04:32 see stats
The Arena
Unlocked Arena mode.By Hooter the Cornac Sawbutcher level 7
78th Pyre 122nd year of Ascendancy at 08:59 see stats
The secret city
Discovered the truth about mages.By Hooter the Cornac Sawbutcher level 12
3rd Summertide 122nd year of Ascendancy at 20:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hooter the Cornac Sawbutcher level 18
37th Haze 122nd year of Ascendancy at 04:42 see stats
Log
Poison from Salolerin the green ooze hits Hooter for 6 nature damage.
Hooter picks up (o.): blazebringer's steel dagger of projection (12-16 power, 6 apr).
Hooter has regained its confidence.
Poison from Salolerin the green ooze hits Hooter for 6 nature damage.
Poison from Salolerin the green ooze hits Hooter for 8 nature damage.
Poison from Salolerin the green ooze hits Hooter for 8 nature damage.
The unstable sand tunnel collapses!
Hooter stops being poisoned.
Green jelly misses Hooter .
Green jelly uses Slime Spit.
Green jelly is corroded.
Hooter performs a melee critical strike against Green jelly!
Hooter hits Green jelly for 116 physical, 8 temporal, 5 fire, 25 light, 30 acid (184 total damage).
Hooter killed Green jelly!
Hooter slows down.
Green jelly's Slime Spit hits Hooter for 75 nature damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Hooter speeds up.
Hooter uses Create Tinker.






































































