
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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.
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Items Vault 1.5.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This 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 |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Psyshot |
| Level / Exp | 29 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Nektosh the One-Horned's Inner Demon at level 28 on the 27th Retaking 124th year of Ascendancy at 08:37 5 / 1 |
Primary Stats
| Strength | 71 (base 60) |
| Dexterity | 59 (base 60) |
| Constitution | 64 (base 60) |
| Magic | 79 (base 60) |
| Willpower | 64 (base 60) |
| Cunning | 72 (base 60) |
Resources
| Life | 827/827 |
| Steam | 112/112 |
| Equilibrium | 0 |
| Psi | 91/91 |
| Healing Factor | 1.6761538461538 |
| Regeneration | 7.1236538461536 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 49.625007638194 |
| See Invisible | 49.625007638194 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 39 |
| Crit Chance | 27% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +11% |
| Nature | +29% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 22.08934837382 (81.030927835052%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 21 |
| Physical Save | 60 |
| Spell Save | 55 |
| Mental Save | 54 |
Defense: Resistances
| Darkness | + 52%( 70%) |
| Light | + 53%( 70%) |
| Nature | + 55%( 70%) |
| Fire | + 64%( 70%) |
| Arcane | + 52%( 75%) |
| Cold | + 51%( 70%) |
| All | + 43%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 72%. 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 141% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. |
| 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 6.7 steam per turn. Can be activated for an instant burst of 33 steam. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Dread | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Mechanical Arms |
| beneficial effect | You have 2 charges. Death Momentum |
| beneficial effect | Steampower increased by 21. Gestalt |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane ---------- misc Talents +1 Rocket Boots Phase door up to range 6, within radius 2 of the target location. Uses 22 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Quiver | arcing pouch of steel shots of accuracy (20/20, 19.5-23.4 power, 2 apr) 3.0 T2 shot ammo [Ego] Arcane/Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +11 Apr +2 Crit +4.5% Capacity 20 Ranged+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: ---------- misc Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | Vorowe the linen wizard hat (10 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Defense +10 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +16% nature ---------- misc Stam/turn +0.20 A pointy cloth hat, very wizardly... |
| On hands | naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 5 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature ---------- misc Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of charged psionic shield 'Vilewedge' [power 79] (19 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +15% nature ----- def ----- Resists +5% arcane ---------- misc Wards +1 physical +2 mind +2 darkness Talents +3 Telekinetic Blast +1 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns Puts all charms on 19 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's copper ring of blinding strikes0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 21 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
| On fingers | rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+3 eff.) Resists +22% fire Rings can have magical properties. |
| Around neck | steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +13% Cut- +60% Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 232 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Against +0% Undead +0% Demon +0% Horror On Hit: * splashes acid on your target dealing 40 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | nightruned hardened leather belt of transcendence 1.0 T3 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +8% light +7% darkness Phys.save +7 (+1 eff.) A belt that goes around your waist. |
| In off hand | blooming thorny mindstar of slime (8-8.8 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +7% Undead +7% Demon +7% Horror While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature On Melee Ret: * Slows global speed by 3% ----- def ----- Heal.mod +20% Heal/summ +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | prismatic iron plate armour of fire resistance (3 def, 7 armour) 17.0 T1 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +16% fire +10% light +10% darkness HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 121% / cooldown 95%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 95%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 121% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 237 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 284 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 10; power 31; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
gifted mossy mindstar of slime (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot 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. |
steel steamgun 'Bogfurnace'4.0 T2 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 lightning On Hit.r1 +6 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning +6% temporal Res.pen +10% nature ----- def ----- Resists +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +3 (+2 eff.) Rng.Def +2 (+0 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
rejuvenating rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% acid HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
cleansing iron plate armour of stability (3 def, 7 armour)17.0 T1 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +11% blight +5% physical +10% nature Phys.save +11 (+2 eff.) A suit of armour made of metal plates. |
3 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 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 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. |
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! |
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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 power out of 302/400 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. |
potent frost salve [power 10] potent frost salve [power 10]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
simple frost salve [power 8] simple frost salve [power 8]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 1 physical effects and grants a frost aura (8% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
simple healing salve [power 103] simple healing salve [power 103]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 103 Puts Talent Medical Injector on 14 cooldown Medical salve. |
barbed pouch of iron shots (16/16, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +5 bleed On Crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of accuracy (11/11, 18.5-22.2 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +5 Apr +1 Crit +4.0% Capacity 11 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of vileness (32/32, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 32 Ranged+ +6 blight On Hit: * 5% chance to disease While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (20/20, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (22/23, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (18/18, 12-14.4 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 12.0 - 14.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
crude explosive shell0.0 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! |
crude incendiary groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
iron silver filigree0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! |
warded iron torque of thermal psionic shield [power 25] (19 cooldown)2.0 T1 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +1 mind +1 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Zanodradan the Whitehoof Psyshot level 9
10th Retaking 124th year of Ascendancy at 13:50 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zanodradan the Whitehoof Psyshot level 29
42nd Retaking 124th year of Ascendancy at 15:52 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Zanodradan the Whitehoof Psyshot level 16
11st Retaking 124th year of Ascendancy at 23:51 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Zanodradan the Whitehoof Psyshot level 28
27th Retaking 124th year of Ascendancy at 08:37 see stats
Level 10
Got a character to level 10.By Zanodradan the Whitehoof Psyshot level 10
10th Retaking 124th year of Ascendancy at 17:26 see stats
Level 20
Got a character to level 20.By Zanodradan the Whitehoof Psyshot level 20
17th Retaking 124th year of Ascendancy at 12:02 see stats
Size is everything
Did over 1500 damage in one attack.By Zanodradan the Whitehoof Psyshot level 28
27th Retaking 124th year of Ascendancy at 08:42 see stats
Size matters
Did over 600 damage in one attack.By Zanodradan the Whitehoof Psyshot level 28
27th Retaking 124th year of Ascendancy at 08:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zanodradan the Whitehoof Psyshot level 9
10th Retaking 124th year of Ascendancy at 13:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zanodradan the Whitehoof Psyshot level 9
10th Retaking 124th year of Ascendancy at 13:50 see stats
We weren't kidding!
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Zanodradan the Whitehoof Psyshot level 28
27th Retaking 124th year of Ascendancy at 08:37 see stats
Log
Zanodradan deactivates Mechanical Arms.
A psionic shield forms around Zanodradan.
Zanodradan deactivates Gestalt.
Zanodradan deactivates Molten Iron Blood.







































































































