
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Ashes of Urh'Rok 1.7.0Official 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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.7.2This 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 Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Auto-Rotate Auras/Shields 1.7.0Adds game options "Gameplay | Auto-rotate auras" and "Gameplay | Auto-rotate shields", which will make an effort to ensure that you have the game maximum of two aura or shield talents from the Psionic/Projection resp. Psionic/Absorption trees active at once. In particular, any time you deactivate/spike one of these talents, or one comes off cooldown, the game will attempt to activate other available related talents, in the order you specify. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 25 / 22% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 51 (base 40) |
| Dexterity | 29 (base 20) |
| Constitution | 29 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 81 (base 41) |
| Cunning | 54.2 (base 26) |
Resources
| Life | 512/512 |
| Steam | 106/106 |
| Equilibrium | 0 |
| Psi | 166/166 |
| Healing Factor | 1.1524687383469 |
| Regeneration | 0.28811718458672 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 4 |
| See Stealth | 39.228007015277 |
| See Invisible | 33.228007015277 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 42 |
| Crit Chance | 27% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 59 |
| Crit Chance | 20% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Nature | +25% |
| Mind | +6% |
| Cold | +36% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 58.08934837382 (100%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 7 |
| Physical Save | 47 |
| Spell Save | 37 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 70%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 42%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Silence Resistance | 0% |
| Confusion Resistance | 80% |
| Stun Resistance | 40% |
| Pinning Resistance | 22% |
| Poison Resistance | 50% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Willpower 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 129% efficiency and cooldown mod of 54%. 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 164% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| talent | Mechanical Arms |
| talent | Embedded Restoration Systems |
| beneficial effect | The target is surrounded by a psionic shield, absorbing 128/128 damage before it crumbles. Psionic Damage 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
Escort the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest) | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Talents +3 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Emilena (22/22, 147% power, 3 apr) 3.0 T3 shot ammo [Rare] Master Power 147% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 22 Ranged+ +20 acid On Crit.r2 +8 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 13% * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of focus 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +12% light ---------- misc Light +6 See.Stealth +6 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 | Islitha (0 def, 6 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +14 Wil +5 Cun dps ---------- Phys.pwr +8 (+3 eff.) Acc +9 (+3 eff.) Apr +8 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Fatigue +5% Resists +11% blight +9% physical +6% acid Phys.save +8 (+2 eff.) Mind.save +21 (+7 eff.) ---------- misc Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (4 def, 5 armour) =keep=1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +9 (+4 eff.) Max.HP +60.00 ---------- misc Talents +2 Toxic Cannister Launcher Unarmed combat: Power 126% Range: 1.4x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | The Cog =keep= The Cog =keep=0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.71 cold and 18.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Frigidfear the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con dps ---------- Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +6% blight Phys.save +13 (+4 eff.) Max.HP +26.00 Disarm- +23% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +16 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Tinkerer's Twinblaster =keep=4.0 T1 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical On Hit.r1 +80 20% chance of physical repulsion Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | Xewe the rough leather belt =dex 4 light 3=1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Resists +6% fire +5% cold Crit.dmg- 5.00% ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison On Hit.r1 +60 20% chance of physical repulsion While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 200.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Zerugatar the Unlightgrit (2 def, 7 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce armor by 13% * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +24% lightning +10% cold +3% darkness Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (9 def, 25 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +6 Mag +6 Con ----- def ----- Armour +25 Hardiness +20% Defense +9 (+5 eff.) Fatigue +15% Phys.save +13 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+4 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
Isluldara (14/14, 110% power, 2 apr)3.0 T1 shot ammo [Rare] Arcane Power 110% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.0% Capacity 14 Proj.spd +200% Ranged+ +4 mind +7 cold While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Tempestpython the pouch of steel shots (20/20, 122% power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 122% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +20 lightning +14 fire On Hit.r1 +20 cold On Crit.r2 +7 fire On Hit: * 20% chance to slow global speed by 65% * 20 arcane resource burn While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of paradox (18/18, 148% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 149% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 18 Ranged+ +9 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots of accuracy (19/19, 142% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 143% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +3 Crit +5.0% Capacity 19 Rld cld 5 Shots are used with slings to pummel your foes to death. |
Suntooth the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con dps ---------- Melee+ 22 acid 19 fire Res.pen +5% light Melee Ret 17 acid 11 fire ----- def ----- Armour +16 Fatigue +22% Resists +35% acid +23% fire Mind.save +10 (+3 eff.) Max.HP +55.00 ---------- misc Light +3 A suit of armour made of metal plates. |
pair of iron boots 'Ivonn' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Res.pen +10% mind Apr +3 On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Fatigue +2% Resists +9% fire Die.at -40.00 life Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrysekira (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str +1 Mag +2 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +11% light +11% darkness ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +6 A hat made of leather. Very stylish. |
Shadowobsidian (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +3 Wil +1 Con dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Crit.dmg- 5.00% ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
212 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Ce'Niratira the Tundramight =light 6=2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +1% Res.pen +10% cold ----- def ----- Resists +6% light Spell.save +9 (+4 eff.) ---------- misc Light +6 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. |
Summertide Phial =keep=1.0 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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 138] potent healing salve [power 138]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 171] powerful healing salve [power 171]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 171 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 89] simple pain suppressor salve [power 89]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Let you fight up to -89 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 148] powerful pain suppressor salve [power 148]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Let you fight up to -148 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful regeneration salve [power 213] powerful regeneration salve [power 213]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 213 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
innervating yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Petenfe the Cornac Psyshot level 19
60th Haze 122nd year of Ascendancy at 16:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Petenfe the Cornac Psyshot level 24
32nd Regrowth 123rd year of Ascendancy at 18:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Petenfe the Cornac Psyshot level 10
3rd Mirth 122nd year of Ascendancy at 02:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Petenfe the Cornac Psyshot level 20
69th Haze 122nd year of Ascendancy at 12:56 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Petenfe the Cornac Psyshot level 19
1st Haze 122nd year of Ascendancy at 15:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Petenfe the Cornac Psyshot level 10
3rd Mirth 122nd year of Ascendancy at 21:01 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Petenfe the Cornac Psyshot level 23
13rd Regrowth 123rd year of Ascendancy at 02:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Petenfe the Cornac Psyshot level 10
6th Mirth 122nd year of Ascendancy at 01:19 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Petenfe the Cornac Psyshot level 23
12nd Regrowth 123rd year of Ascendancy at 20:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Petenfe the Cornac Psyshot level 19
51st Dusk 122nd year of Ascendancy at 01:02 see stats
Log
You gain 11.51 gold from the melting of Turirab the dwarven-steel longsword (142% power, 4 apr).
You collect a new ingredient: lump of iron (1).
You gain 25.00 gold from the melting of Cyramina (111% power, 1 apr).
You gain 5.79 gold from the transmogrification of surging yew starstaff of protection (120% power, 4 apr, darkness element).
You gain 5.25 gold from the transmogrification of surging ash vilestaff of breaching (111% power, 3 apr, acid element).
You gain 7.28 gold from the transmogrification of solipsist's steel ring of luminosity.
You gain 2.40 gold from the transmogrification of solipsist's copper ring.
You gain 5.50 gold from the transmogrification of steel amulet of manastreaming.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 7.50 gold from the melting of schematic: Winterchill Edge.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 6.00 gold from the melting of schematic: Spike Attachment.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Kinetic Stabiliser.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Headlamp.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 6.00 gold from the melting of schematic: Grounding Strap.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 6.00 gold from the melting of schematic: Flare Shell.
You gain 2.16 gold from the transmogrification of blink rune of the duelist (range 6; phase 16; cd 20).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.00 gold from the melting of regeneration infusion (heal 167; 12 cd).
You gain 3.22 gold from the transmogrification of medical injector implant of the warrior (efficiency 125% / cooldown 85%).
You gain 3.12 gold from the transmogrification of medical injector implant of the titan (efficiency 105% / cooldown 56%).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Petenfe deactivates his cloak's restoration systems.









































































































