
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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:
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 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Madness Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 27 / 89% |
| Size | huge |
| Lifes / Deaths | Killed by Goodfellow at level 27 on the 18th Pain 124th year of Ascendancy at 09:25 / 1 |
Primary Stats
| Strength | 137 (base 58) |
| Dexterity | 72 (base 58) |
| Constitution | 87 (base 58) |
| Magic | 57 (base 58) |
| Willpower | 59 (base 58) |
| Cunning | 85 (base 58) |
Resources
| Life | -3225/57903 |
| Steam | 115/135 |
| Healing Factor | 1.6696149679975 |
| Regeneration | 858.58527802727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +51% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 11 |
| See Stealth | 109.22004002214 |
| See Invisible | 109.22004002214 |
Offense: Mainhand
| Damage | 272 |
| Accuracy | 74 |
| Crit Chance | 42% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 114 |
| Accuracy | 74 |
| Crit Chance | 40% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +10% |
| Darkness | +6% |
| Mind | +27% |
| Lightning | +12% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +71% |
| Darkness | +61% |
| Cold | +69% |
| Fire | +61% |
| Mind | +51% |
| All | +41% |
Defense: Base
| Armour (hardiness) | 71 (81.151787968034%) |
| Defense | 90 |
| Ranged Defense | 90 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 30 |
| Mental Save | 49 |
Defense: Resistances
| Blight | + 38%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 70%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 37%( 70%) |
| Fire | + 45%( 70%) |
| Lightning | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 53% |
| Instadeath Resistance | 100% |
| Stun Resistance | 29% |
| Disarm Resistance | 33% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (4/5)
| Implants | Effective talent level: 2.5 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: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | grounding pair of dwarven-steel boots of tirelessness (0 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Polutira'1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +12% cold +6% darkness +12% temporal Mind.save +11 (+3 eff.) Die.at -40.00 life Blind- +20% Poison- +20% ---------- misc Light +4 See.Stealth +17 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Shinelore' (0 def, 4 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +6 Melee Ret 6 light ----- def ----- Armour +4 Fatigue +3% Resists +18% blight +9% cold +3% light Crit.chn- 15.00% Max.HP +20.00 A hat made of leather. Very stylish. |
| On hands | heroic drakeskin leather gloves of war-making (0 def, 9 armour) 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +12% Mind.crit +10% Crit.mult +12.00% ----- def ----- Armour +9 Mind.save +11 (+3 eff.) Max.HP +71.00 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 44.0 - 48.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +16.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of summon tentacle 'Velodama' [power 245] (14 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Phys.pwr +15 (+2 eff.) Dmg.mod +9% acid Apr +3 ----- def ----- Armour +8 ---------- misc Max.stam +20.00 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 720 Base Damage: 290 Armor: 23 All Resist: 15 Puts all charms on 14 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cyrerinne the Thunderrune0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning +15% cold +20% darkness ----- def ----- Resists +12% lightning +18% cold +6% darkness HP.reg +5.00 Stun/Frz- +29% Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of speed0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +13% Acc +16 (+4 eff.) ----- def ----- Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 22 cooldown Level 5.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Blazeblur the voratun steamsaw (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Crit.r2 +37 lightning +22 cold Uses 1.0 Steam While equipped: dps ---------- Mind.pwr +30 (+6 eff.) Mov.spd +38% Dmg.mod +6% fire Res.pen +15% lightning +13% cold +20% fire Melee Ret 6 fire ----- def ----- Armour +8 Defense +12 (+2 eff.) Fatigue +12% ---------- misc Psi/ret +0.16 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Murkbearer1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind +6% darkness Res.pen +10% mind Melee Ret 10 acid 10 mind 4 darkness ----- def ----- Armour +13 Defense +12 (+2 eff.) Resists +6% darkness Phys.save +22 (+6 eff.) A belt that goes around your waist. |
| In off hand | Demon's kiss (24-35 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Melee+ +12 physical Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% mind Acc +10 (+3 eff.) ----- def ----- Armour +22 Defense +19 (+4 eff.) Fatigue +8% Resists +6% darkness Mind.save +15 (+5 eff.) Disarm- +33% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | 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 (+2 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
movement infusion (speed 450%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 450% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Filthserpent0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Mag +4 Cun +6 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +9% nature HP.reg +4.00 Stun/Frz- +31% Rings make your fingers look great! |
Manelasin (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str dps ---------- Phys.crit +8.0% Dmg.mod +7% physical Acc +18 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +12% fire +6% darkness +5% arcane Disarm- +20% Sharp, short and deadly. |
dwarven-steel mace 'Skywrecker' (36-50 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +20% lightning +10% nature +10% acid Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +18% acid +6% nature +6% lightning Blunt and deadly. |
Nacrush's Decimator4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical 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. |
Galereek1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +8% Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Resists +21% acid +12% temporal +6% nature Spell.save +12 (+6 eff.) A belt that goes around your waist. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) Unarmed combat: Power 24.0 - 33.6 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
dwarven-steel helm of blood magic (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +10% blight +11% arcane ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
31 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. |
17 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. |
42 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
9 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
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. |
dwarven-steel pickaxe 'Sunbearer' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Cun dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% Dmg.mod +9% fire ----- def ----- Resists +12% lightning +15% temporal +12% light ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
35 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
26 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
simple healing salve [power 155] simple healing salve [power 155]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 155 Puts Talent Medical Injector on 9 cooldown Medical salve. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
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! |
11 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
44 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Madness (Roguelike) difficulty)
Buy an item from an AAA.By Goodfellow the Orc Sawbutcher level 13
26th Retaking 124th year of Ascendancy at 03:28 see stats
Across the Narrow Sea (Madness (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Goodfellow the Orc Sawbutcher level 16
44th Retaking 124th year of Ascendancy at 04:33 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Goodfellow the Orc Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 17:17 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Goodfellow the Orc Sawbutcher level 20
7th Pain 124th year of Ascendancy at 18:42 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Goodfellow the Orc Sawbutcher level 27
18th Pain 124th year of Ascendancy at 09:20 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Goodfellow the Orc Sawbutcher level 27
18th Pain 124th year of Ascendancy at 08:03 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Goodfellow the Orc Sawbutcher level 25
9th Pain 124th year of Ascendancy at 16:36 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Goodfellow the Orc Sawbutcher level 27
18th Pain 124th year of Ascendancy at 09:20 see stats
This will make a big Omelette! (Madness (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Goodfellow the Orc Sawbutcher level 22
9th Pain 124th year of Ascendancy at 01:52 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Goodfellow the Orc Sawbutcher level 13
27th Retaking 124th year of Ascendancy at 12:27 see stats
Log
Today is the 18th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:23.
Stale sewer water poisons Goodfellow!
Stale sewer water hits Goodfellow for 1 nature damage.
Goodfellow internal structure metallises.
Unknown hits Goodfellow for 3 nature damage.
Stale sewer water hits Goodfellow for (4 flat reduction), 0 nature (0 total damage).
Goodfellow roars triumphantly.
Unknown hits Goodfellow for (4 flat reduction), 0 nature (0 total damage).
Goodfellow the level 27 orc sawbutcher suffocated to death on level 1 of Dominion Port.






















































































































