
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Forbidden Cults 1.6.7Official 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.
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.7Official Expansion!EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ashes of Urh'Rok 1.6.7Official Expansion!Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This 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 | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 18 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid (servant of Preacher) at level 16 on the 31st Dusk 122nd year of Ascendancy at 03:02 0 / 6Killed by luminous horror at level 17 on the 34th Dusk 122nd year of Ascendancy at 01:58 Killed by Weirdling Beast at level 17 on the 34th Dusk 122nd year of Ascendancy at 20:15 Killed by luminous horror at level 18 on the 69th Dusk 122nd year of Ascendancy at 11:13 Killed by luminous horror at level 18 on the 71st Dusk 122nd year of Ascendancy at 00:49 Killed by netherworm mass at level 18 on the 71st Dusk 122nd year of Ascendancy at 15:18 |
Primary Stats
| Strength | 45 (base 10) |
| Dexterity | 68 (base 37) |
| Constitution | 10 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 62 (base 46) |
Resources
| Life | -64/405 |
| Steam | 73/100 |
| Healing Factor | 1.2 |
| Regeneration | 3.8999999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 13 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 46 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Physical | +11% |
| Cold | +24% |
| Arcane | +3% |
| Mind | +12% |
| Nature | +8% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 58.08934837382 (81.030927835052%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 40 |
| Physical Save | 43 |
| Spell Save | 26 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | -2%( 70%) |
| Nature | + 4%( 70%) |
| Fire | -8%( 70%) |
| Arcane | -14%( 70%) |
| Cold | + 22%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 47 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.44 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 10%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The target is wasting away, taking 25.76 temporal damage per turn. Wasting |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 45.92 fire damage, and talent cooldowns are increased by 51% plus 1 turn. Burning Hex |
| beneficial effect | Newly applied status effects durations are reduced by 46%. Healing Mist |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | deadly pouch of steel shots (17/17, 30-36 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
| Light source | Gatir the Thunderzephyr2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Resists +5% arcane Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +5 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 | Elenylen (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Mag +1 Cun dps ---------- Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 110.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's dwarven-steel gauntlets of magic (+4) (0 def, 3 armour) 1.5 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +3% Phys.save +6 (+2 eff.) Disarm- +70% ---------- misc Talents +2 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Emyldalle0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Res.pen +5% mind ----- def ----- Phys.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Masteries +0.14 Steamtech/Magnetism Amulets can have magical properties. |
| In main hand | Hellswell 4.0 T1 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +11 Crit +8.0% Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +7 cold +20 mind +12 light On Crit.r2 +4 mind +4 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% mind +9% cold Res.pen +5% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Cun Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | impenetrable steel plate armour of resilience (0 def, 25 armour) 17.0 T2 massive armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +25 Fatigue +23% Max.HP +23.00 A suit of armour made of metal plates. |
Inventory
schematic: Corrosive 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: Explosive 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: Razor Edge0.1 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: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel ring 'Lightspiker'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% light +5% acid Melee Ret 8 mind ----- def ----- Resists +18% acid +24% cold ---------- misc Light +2 Rings can have magical properties. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
magelord's yew vilestaff of fate (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Spell.pwr +17 (+8 eff.) Melee+ 19 arcane Dmg.mod +20% blight ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 228.61 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Raindare (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Melee+ +12 acid On Crit.r2 +8 mind Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% mind +11% physical ---------- misc 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! |
iron steamsaw 'Kindlereeve' (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit.r1 +12 mind Uses 1.0 Steam While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% fire Res.pen +10% nature ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +12% fire +18% cold ---------- misc 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! |
Eclipseorder the steel steamsaw (18-27 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Spell.crit +1% Dmg.mod +3% arcane +9% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +3% darkness ---------- misc 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! |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
steady iron steamgun of fire4.0 T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +7 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% fire Acc +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun4.0 T2 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 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 of dampening4.0 T2 steamgun 1H weapon [Ego] Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +3% all Spell.save +7 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's steel steamgun4.0 T2 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% temporal +7% physical Res.pen +6% temporal +6% physical ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic pouch of steel shots of crippling (22/22, 21-25.2 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots (24/24, 21-25.2 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Ranged+ +13 lightning On Crit.r2 +7 lightning Shots are used with slings to pummel your foes to death. |
impenetrable iron mail armour of cold resistance (2 def, 10 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
enlightening steel plate armour of implacability (0 def, 13 armour)17.0 T2 massive armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +13 Fatigue +18% Phys.save +5 (+1 eff.) Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Shadereign the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +4 Fatigue +3% Resists +3% acid +6% fire Crit.dmg- 10.00% Phys.save +14 (+4 eff.) Mind.save +14 (+7 eff.) Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hailwreck (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +15% lightning Acc +11 (+3 eff.) Melee Ret 10 cold ----- def ----- Armour +2 Resists +6% light ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Islyna the Raventyphoon (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 22 * 10% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +2 Phys.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets of war-making (0 def, 4 armour)1.5 T1 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% Crit.mult +6.00% ----- def ----- Armour +4 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +41.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator
Killed 1000 creatures.By Preacher the Skeleton Annihilator level 16
30th Dusk 122nd year of Ascendancy at 18:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Preacher the Skeleton Annihilator level 17
35th Dusk 122nd year of Ascendancy at 08:37 see stats
Level 10
Got a character to level 10.By Preacher the Skeleton Annihilator level 10
4th Flare 122nd year of Ascendancy at 15:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Preacher the Skeleton Annihilator level 18
63rd Dusk 122nd year of Ascendancy at 05:36 see stats
That was close
Killed your target while having only 1 life left.By Preacher the Skeleton Annihilator level 18
71st Dusk 122nd year of Ascendancy at 15:01 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Preacher the Skeleton Annihilator level 11
9th Flare 122nd year of Ascendancy at 14:05 see stats
The secret city
Discovered the truth about mages.By Preacher the Skeleton Annihilator level 15
22nd Dusk 122nd year of Ascendancy at 14:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Preacher the Skeleton Annihilator level 17
34th Dusk 122nd year of Ascendancy at 18:43 see stats
Log
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass leeches life from mecharachnid (servant of Preacher)!
mecharachnid (servant of Preacher) hits Netherworm mass for 18 healing, 18 healing, 34 healing (0 total damage) [71 healing].
Netherworm mass hits Something for 18 healing, 18 healing, 34 healing (0 total damage) [71 healing].
Netherworm mass hits mecharachnid (servant of Preacher) for 17 temporal, 17 darkness, 32 darkness (66 total damage).
Mecharachnid (servant of Preacher) uses Tail Attachment.
mecharachnid (servant of Preacher) hits Gigantic sandworm tunneler for 7 physical damage.
Giant netherworm loses 4 health to the entropy.
Gigantic sandworm tunneler hits mecharachnid (servant of Preacher) for 35 physical damage.
Netherworm mass is scorched.
Preacher's fire wall area effect hits Netherworm mass for 23 fire damage.
Preacher's fire wall area effect hits mecharachnid (servant of Preacher) for 26 fire damage.
Red ooze misses mecharachnid (servant of Preacher).
Beleyamina the dredge uses Stun.
Mecharachnid (servant of Preacher) resists the stunning blow!
Beleyamina the dredge hits mecharachnid (servant of Preacher) for 9 physical, 28 fire (37 total damage).
Netherworm mass duplicates the healing forces to giant netherworm!
Character control switched to Preacher.
Netherworm mass leeches life from mecharachnid (servant of Preacher)!
Giant netherworm receives 12 healing from Netherworm mass.
Netherworm mass hits Mecharachnid (servant of Preacher) for 18 temporal damage.
Netherworm mass receives 12 healing from Mecharachnid (servant of Preacher).
Mecharachnid (servant of Preacher) hits Red ooze for 7 physical damage.
Preacher the level 18 skeleton annihilator was temporally distorted to death by a netherworm mass on level 4 of Chubar.
Preacher is free from the hex.
Preacher deactivates Exoskeleton.
Preacher speeds up.
Preacher stops wasting away.























































































