
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 17 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by High Guard Talosis at level 12 on the 20th Retaking 124th year of Ascendancy at 08:31 0 / 6Killed by Silywen the basaligator at level 16 on the 49th Retaking 124th year of Ascendancy at 03:03 Killed by Xerata the sewer alligator at level 17 on the 49th Retaking 124th year of Ascendancy at 17:34 Killed by Xerata the sewer alligator at level 17 on the 49th Retaking 124th year of Ascendancy at 18:51 Killed by Xerata the sewer alligator at level 17 on the 49th Retaking 124th year of Ascendancy at 20:47 Killed by Xerata the sewer alligator at level 17 on the 49th Retaking 124th year of Ascendancy at 21:40 |
Primary Stats
| Strength | 54 (base 35) |
| Dexterity | 23 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 45 (base 44) |
Resources
| Life | -312/466 |
| Steam | 30/100 |
| Healing Factor | 1.2676916631465 |
| Regeneration | 7.0958726968361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 42 |
| Crit Chance | 28% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
| Physical | +6% |
| Fire | +10% |
| Nature | +5% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 50.317011280365 (72.903125182002%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 27 |
| Physical Save | 39 |
| Spell Save | 11 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 41%( 70%) |
| Nature | + 17%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 70% |
| Poison Resistance | 20% |
| Disarm Resistance | 43% |
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 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 50%. Its effects scale with your Strength 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 142% efficiency and cooldown mod of 50%. Its effects scale with your Constitution 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 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'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 | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Pinning Resist +50% other ------- Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | miner's iron helm of constitution (+3) (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Dex +2 Mag offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) Accuracy +4 (+2 eff.) defense ------ Fatigue -5% Unlife -20.00 life other ------- Encumbrance +22 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | cleansing copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil defense ------ Resistance +11% nature +10% blight Poison Resist +20% Disease Resist +20% Amulets make your neck look great! |
| In main hand | balanced steel steamsaw of massacre (20-31 power, 16 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +18.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +6% Disarm Resist +23% other ------- Talents +1 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! |
| On hands | Mohor the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Wil offense ------ On-Hit 9 nature Damage +5% nature defense ------ Armor +2 Resistance +2% physical +6% nature +6% darkness Unlife -40.00 life Disease Resist +10% other ------- Talents +2 Flash Powder Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | balanced steel steamsaw of lightning resistance (+15%) (12-19 power, 8 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +10.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +6% Resistance +15% lightning Disarm Resist +20% other ------- Talents +1 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 | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | prismatic steel mail armour of implacability (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +7% Resistance +11% light +10% darkness Physical save +6 (+2 eff.) A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 108% / cooldown 61%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 492%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
marksman's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% nature Accuracy +6 (+2 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
acidic steel mace of amnesia (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane/Psionic Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +3 (+3 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
acidic iron steamsaw (10-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 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! |
Vilewrither the steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-crit, radius 2 +4 nature Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) Damage +3% nature Ignore resists +10% nature defense ------ Resistance +9% darkness Spell save +12 (+10 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of recursion4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming steel shield (0 def, 4 armour, 16-20 power, 38 block)7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +38 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 7 fire When Hit 3 fire defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Shockgrind the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +3% lightning When Hit 2 lightning On-Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +3% temporal +19% fire Spell save +6 (+6 eff.) A suit of armour made of leather. |
impenetrable steel mail armour (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% fire A suit of armour made of mail. |
prismatic steel plate armour of acid resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +16% acid +11% light +11% darkness A suit of armour made of metal plates. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
temporal hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +3% arcane +3% temporal defense ------ Armor +2 Resistance +6% temporal Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +10 arcane On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +3% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +9 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 164] potent healing salve [power 164]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 164 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick iron torque of mindblast [power 90] (12 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 90 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of gale force [power 160] (15 cooldown)2.0 Encumbrance 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 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Texas Massacre the Orc Sawbutcher level 11
19th Retaking 124th year of Ascendancy at 03:38 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Texas Massacre the Orc Sawbutcher level 14
29th Retaking 124th year of Ascendancy at 04:36 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Texas Massacre the Orc Sawbutcher level 17
49th Retaking 124th year of Ascendancy at 21:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Texas Massacre the Orc Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 04:51 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Texas Massacre the Orc Sawbutcher level 16
49th Retaking 124th year of Ascendancy at 04:36 see stats
Log
Texas Massacre uses Block.
Burning from Texas Massacre hits Texas Massacre for 16 fire damage.
Bleeding from Texas Massacre hits Texas Massacre for 21 physical damage.
Xerata the sewer alligator hits Texas Massacre for (26 blocked), 0 physical, (7 blocked), 0 acid (0 total damage).
Texas Massacre's fiery vapour area effect hits Xerata the sewer alligator for 22 fire damage.
Texas Massacre's fiery vapour area effect hits Texas Massacre for 34 fire damage.
Xerata the sewer alligator rearms.
Bleeding from Texas Massacre hits Xerata the sewer alligator for 11 physical damage.
Burning from Texas Massacre hits Xerata the sewer alligator for 0 fire damage.
Xerata the sewer alligator shrugs off the effect 'Pinned to the ground'!
Texas Massacre uses Punishment.
Texas Massacre unleashes a punishing strike for 40% bonus damage!
Xerata the sewer alligator redirects the effect 'Bleeding'!
Tempest of Metal misses Xerata the sewer alligator.
Xerata the sewer alligator redirects the effect 'Bleeding'!
Xerata the sewer alligator redirects the effect 'Burning'!
Texas Massacre hits Xerata the sewer alligator for (24 parried), 190 physical, 9 fire, 0 nature, 7 light, (24 parried), 32 physical, 9 fire, 0 nature, 7 light (252 total damage).
Tempest of Metal hits Xerata the sewer alligator for 28 physical, 9 fire, 0 nature, 7 light (43 total damage).
Xerata the sewer alligator uses Dual Strike.
Xerata the sewer alligator performs a melee critical strike against Texas Massacre!
Texas Massacre's Implant: Steam Generator is disrupted by his wounds!
Texas Massacre is stunned!
Xerata the sewer alligator hits Texas Massacre for 82 physical, 6 acid, 58 physical, 6 acid (152 total damage).
Burning from Texas Massacre hits Texas Massacre for 7 fire damage.
Bleeding from Texas Massacre hits Texas Massacre for 14 physical damage.
Texas Massacre's fiery vapour area effect hits Xerata the sewer alligator for 5 fire damage.
Texas Massacre's fiery vapour area effect hits Texas Massacre for 14 fire damage.
Xerata the sewer alligator hits Texas Massacre for 210 fire damage.
Texas Massacre the level 17 orc sawbutcher was toasted to death by Xerata the sewer alligator on level 2 of Dominion Port.



















































































