











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.6.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Orcs | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Orc | 
| Class | Cursed | 
| Level / Exp | 20 / 76% | 
| Size | medium | 
| Lifes / Deaths | Killed by Nerorin the ritch hunter at level 15 on the 49th Retaking 124th year of Ascendancy at 15:51 2 / 3Killed by Captured Yeti Behemoth at level 17 on the 9th Revenge 124th year of Ascendancy at 03:09 Killed by Nerorin the ritch hunter at level 20 on the 30th Pain 124th year of Ascendancy at 18:27  | 
Primary Stats
| Strength | 48 (base 45) | 
| Dexterity | 11 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 11 (base 10) | 
| Willpower | 36 (base 34) | 
| Cunning | 31 (base 20) | 
Resources
| Life | 15/596 | 
| Hate | 50/100 | 
| Steam | 100/100 | 
| Healing Factor | 0.73315017621397 | 
| Regeneration | 0.18328754405349 | 
Speed
| Mental | +43.305501259786% | 
| Attack | +43.305501259786% | 
| Movement | +271.03810572257% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 1 | 
Offense: Mainhand
| Damage | 69 | 
| Accuracy | 32 | 
| Crit Chance | 25% | 
| APR | 21 | 
| Speed | 0.70 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 33 | 
| Crit Chance | 6% | 
| Speed | 0.69780991742054 | 
Offense: Damage Bonus
| Lightning | +20% | 
| Light | +22% | 
| Darkness | +23% | 
| Physical | +34% | 
| Cold | +20% | 
| All | +10% | 
Offense: Damage Penetration
| Darkness | +12% | 
| Light | +12% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 59.317011280365 (93.452380952381%) | 
| Defense | 13 | 
| Ranged Defense | 13 | 
| Fatigue | 27 | 
| Physical Save | 27 | 
| Spell Save | 25 | 
| Mental Save | 46 | 
Defense: Resistances
| Darkness | + 18%( 70%) | 
| Lightning | + 10%( 70%) | 
| Light | + 10%( 70%) | 
| Temporal | + 11%( 70%) | 
| Cold | + 26%( 70%) | 
| Mind | + 17%( 70%) | 
| Fire | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 40% | 
| Confusion Resistance | 36% | 
| Fear Resistance | 15% | 
| Stun Resistance | 85% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 45% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -251 life. The duration and life will increase by 1% for every 1% life you have lost (currently 399 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat.  | 
Class Talents
| Cursed / Gloom | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Predator | 1.50 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cursed / Rampage | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Cursed / Strife | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Cursed / Slaughter | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Endless hunt | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Cursed / Cursed form | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
| talent | Repel | 
| talent | Gloom | 
| talent | Stalk | 
| talent | Savage Hunter | 
| detrimental effect | The target is on fire, taking 61.08 fire damage per turn. Burning | 
| beneficial effect | Hunting: PredatorXanimira the ritch hunter. 7% Received damage reduction against SubType: Ritch.  | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | Keeps you from dying even if your life drops to -350 Heroism | 
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 29.66 blight damage per turn. Rotting Disease | 
| beneficial effect | The target is rampaging! (+271% movement speed, +43% attack speed, +43% mind speed, +24% physical damage, +12 physical save, +12 mental save, 0/31 damage shrugged off this turn) Rampaging | 
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form | 
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 Erúan 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 | 
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'Haïb 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 |  Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+2 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
| Light source |  brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 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 |  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes stats: +6 Cun Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold Mental save: +9 (+3 eff.) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.00 to 111.01 lightning damage (74.01 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
| Tool |  powerful elm totem of summon tentacle [power 100]  (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 265 Base Damage: 107 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties.  | 
| Around waist |  insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist.  | 
| In main hand |  Blindobeisance the voratun waraxe (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon hit: * 20% chance to reduce damage dealt by 18% On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +13 temporal When wielded/worn: Physical crit. chance: +13.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes resistances: +3% darkness / +11% temporal Changes resistances penetration: +5% darkness / +5% light One-handed war axes.  | 
| On hands |  Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Talent granted: +1 Sand Shredder Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
| In off hand |  Camofast the Sootrigor (0 def, 4 armour, 100% power, 42.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 113% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +12 light / +19 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) Changes stats: +2 Cun / +2 Mag Changes resistances: +10% light / +15% darkness / +17% mind Changes damage: +12% light / +13% darkness Talent granted: +1 Block Handheld deflection devices.  | 
| Cloak |  thick kruk cloak of protection (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +10% cold Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) A stylish kruk-style cloak, to look awesome.  | 
| Main armor |  impenetrable dwarven-steel mail armour of command (12 def, 21 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Armour Hardiness: +20% Defense: +12 (+9 eff.) Fatigue: +16% Changes stats: +2 Cun Mental save: +15 (+5 eff.) A suit of armour made of mail.  | 
Inventory
 shatter afflictions rune of the sneak (absorb 63; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 plaguebringer's dwarven-steel longsword (127% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +11% Sharp, long, and deadly.  | 
 CharfearCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +7% fire / +16% cold Changes resistances penetration: +20% cold Changes damage: +6% mind / +18% fire A belt that goes around your waist.  | 
 scholar's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 insulating rough leather hat of strength (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +3 Str Changes resistances: +6% fire / +6% cold Mental save: +0 (+0 eff.) A hat made of leather. Very stylish.  | 
 hardened steel mail armour of implacability (2 def, 17 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Armour Hardiness: +0% Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% physical / +7% fire / +6% lightning / +7% cold Physical save: +6 (+3 eff.) A suit of armour made of mail.  | 
 steel plate armour 'Anodig' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Armour Hardiness: +0% Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +17% acid Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Maximum psi: +20.00 Mindpower: +3 (+2 eff.) A suit of armour made of metal plates.  | 
 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to 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.  | 
 miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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.  | 
potent frost salve [power 14] potent frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 113% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
potent healing salve [power 178] potent healing salve [power 178]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 113% efficiency and 69% cooldown modifier. It can be used to heal 178 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
 steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power!  | 
Achievements
			A Fistful of Gold (Insane (Adventure) difficulty)
			Buy an item from an AAA.By Theresa III the Orc Cursed level 17
17th Revenge 124th year of Ascendancy at 23:00 see stats
			Across the Narrow Sea (Insane (Adventure) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Theresa III the Orc Cursed level 12
36th Retaking 124th year of Ascendancy at 15:33 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Theresa III the Orc Cursed level 10
22nd Retaking 124th year of Ascendancy at 22:58 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Theresa III the Orc Cursed level 20
29th Pain 124th year of Ascendancy at 23:41 see stats
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Theresa III the Orc Cursed level 20
30th Pain 124th year of Ascendancy at 18:17 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Theresa III the Orc Cursed level 17
9th Revenge 124th year of Ascendancy at 00:01 see stats
Log
Rotting Disease from Zubamira the ritch hunter hits Theresa III for 24 blight damage.
Burning from Zubamira the ritch hunter hits Theresa III for 51 fire damage.
Burning from Salikira the ritch larva hits Zubamira the ritch hunter for 8 fire damage.
Mindrot hits Zubamira the ritch hunter for 3 mind, 4 darkness (7 total damage).
Mindrot hits Salikira the ritch larva for 2 mind, 3 darkness (5 total damage).
Theresa III receives 118 healing.
Salikira the ritch larva casts Tentacled Wings.
Your hatred grows even as your life fades! (+6 hate)
Theresa III begins rampaging!
Salikira the ritch larva hits Theresa III for 47 blight, 91 blight (137 total damage).
Zubamira the ritch hunter casts Flame.
Theresa III hits Zubamira the ritch hunter for 15 lightning damage.
Theresa III hits Salikira the ritch larva for 15 lightning damage.
Zubamira the ritch hunter hits Theresa III for 9 fire damage.
Theresa III hits Salikira the ritch larva for 5 darkness, 3 mind (8 total damage).
Theresa III hits Zubamira the ritch hunter for 7 darkness, 6 mind (13 total damage).
Your hatred grows even as your life fades! (+4 hate)
Theresa III has shrugged off 31 damage and is ready for more.
Zubamira the ritch hunter is lost in despair!
Rotting Disease from Zubamira the ritch hunter hits Theresa III for 20 blight damage.
Burning from Zubamira the ritch hunter hits Theresa III for 39 fire damage.
Burning from Salikira the ritch larva hits Zubamira the ritch hunter for 10 fire damage.
Theresa III deactivates Stalk.
Theresa III deactivates Savage Hunter.
Theresa III deactivates Gloom.
Theresa III is free from the rotting disease.
Theresa III is no longer rampaging.
Theresa III stops burning.
Theresa III deactivates Repel.













































































