
























Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 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:
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 | Normal Adventure |
Sex | Female |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 35 / 13% |
Size | medium |
Lifes / Deaths | Killed by onilug at level 6 on the 38th Retaking 124th year of Ascendancy at 06:54 1 / 7Killed by Arch-Merchant Kaltor at level 11 on the 42nd Retaking 124th year of Ascendancy at 11:07 Killed by Eilinuyatha the whitehoof invoker at level 16 on the 3rd Revenge 124th year of Ascendancy at 06:55 Killed by blade horror at level 19 on the 22nd Revenge 124th year of Ascendancy at 20:21 Killed by Lithia at level 20 on the 23rd Revenge 124th year of Ascendancy at 02:10 Killed by multi-hued crystal at level 24 on the 45th Pain 124th year of Ascendancy at 07:21 Killed by Automated Defense System at level 34 on the 19th Loss 124th year of Ascendancy at 00:15 |
Primary Stats
Strength | 41 (base 13) |
Dexterity | 65 (base 48) |
Constitution | 54 (base 48) |
Magic | 35 (base 10) |
Willpower | 13 (base 10) |
Cunning | 70 (base 42) |
Resources
Life | -267/957 |
Steam | 84/100 |
Healing Factor | 1.3997803169826 |
Regeneration | 5.9490663471761 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10.000000000002% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 54 |
Accuracy | 66 |
Crit Chance | 28% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 66 |
Crit Chance | 28% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.666666666667 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +16% |
Darkness | +6% |
Physical | +10% |
Cold | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (64.153393537662%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 30 |
Mental Save | 37 |
Defense: Resistances
Darkness | + 29%( 70%) |
Lightning | + 46%( 70%) |
Light | + 26%( 70%) |
Temporal | + 27%( 70%) |
Blight | + 26%( 70%) |
Acid | + 28%( 70%) |
Cold | + 33%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Constitution stat. |
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 126% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
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: 20 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. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +4 Fatigue +3% Resists +27% lightning +8% temporal +3% acid ---------- misc 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. This object's appearance was changed to The Black Boots. |
Quiver | ![]() 3.0 T3 shot ammo [Ego+] Master/Psionic Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +16 Apr +3 Crit +5.0% Capacity 22 Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +12 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+2 eff.) Mov.spd +10% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This object's appearance was changed to Plumpkin Daper: Head 2. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +5% lightning Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +5% lightning Spell.save +8 (+4 eff.) 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 | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +5 Dex +4 Mag +5 Cun +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +7 (+2 eff.) Melee Ret 6 arcane ----- def ----- Crit.chn- 10.00% Spell.save +8 (+4 eff.) Die.at -20.00 life Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +4 Cun +7 Lck dps ---------- Dmg.mod +6% cold ----- def ----- Defense +8 (+2 eff.) Resists +6% light Mind.save +12 (+5 eff.) Proj.slow +20% Stealth +10 ---------- misc T.Disarm +8 Equi/ret +0.08 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +10 lightning +8 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Steampwr +6 (+2 eff.) Dmg.mod +11% lightning +10% physical Acc +8 (+2 eff.) On Hit (Ranged): * 20% chance to reduce armor by 16% ----- def ----- Resists +6% acid ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 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 | ![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. This object's appearance was changed to rough leather armour. |
Inventory
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% fire +20% darkness +9% light Res.pen +15% darkness +20% light ----- def ----- Resists +46% darkness +6% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +78 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +14% mind ---------- 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! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Disrupt/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Melee+ 16 acid 15 nature On Hit (Melee): * 12 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +12% Resists +14% acid +9% nature ---------- misc 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! |
![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +18% physical +21% temporal Res.pen +11% physical +14% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 fire While equipped: dps ---------- Dmg.mod +9% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 3.0 T4 arrow ammo [Ego+] Disrupt/Master Power 62.0 - 86.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 21 Against +17% Unnatural +32% Unliving On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Master Power 24.5 - 29.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire +3% temporal Res.pen +25% cold Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +6% cold +6% temporal ---------- misc Stam/turn +0.90 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +6 Wil +5 Cun dps ---------- Phys.crit +6.0% Dmg.mod +12% acid Acc +10 (+3 eff.) Apr +2 Melee Ret 8 acid ----- def ----- Armour +5 Defense +15 (+4 eff.) Fatigue +4% Resists +12% mind Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +13 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Blastfiend the obsidian wardstone Blastfiend the obsidian wardstone1.0 T4 wardstone armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Spell.pwr +10 (+2 eff.) Acc +20 (+5 eff.) Apr +5 Melee Ret 10 lightning ----- def ----- Defense +8 (+2 eff.) Dmg.red +4 all Proj.slow +25% ---------- misc Stam/turn +3.00 Psi/turn +1.20 Max.stam +30.00 Max.psi +50.00 Handheld warding devices |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +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. |
![]() 0.0 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 134 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% arcane Res.pen +10% fire Apr +7 Melee Ret 10 light ----- def ----- Resists +18% fire ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Lithia the Whitehoof Gunslinger level 13
50th Retaking 124th year of Ascendancy at 14:09 see stats
By Lithia the Whitehoof Gunslinger level 25
3rd Dearth 124th year of Ascendancy at 07:58 see stats
By Lithia the Whitehoof Gunslinger level 16
3rd Revenge 124th year of Ascendancy at 14:16 see stats
By Lithia the Whitehoof Gunslinger level 10
40th Retaking 124th year of Ascendancy at 19:06 see stats
By Lithia the Whitehoof Gunslinger level 20
23rd Revenge 124th year of Ascendancy at 01:37 see stats
By Lithia the Whitehoof Gunslinger level 30
16th Dearth 124th year of Ascendancy at 20:12 see stats
By Lithia the Whitehoof Gunslinger level 34
50th Dearth 124th year of Ascendancy at 05:20 see stats
By Lithia the Whitehoof Gunslinger level 35
19th Loss 124th year of Ascendancy at 00:15 see stats
By Lithia the Whitehoof Gunslinger level 28
16th Dearth 124th year of Ascendancy at 01:16 see stats
By Lithia the Whitehoof Gunslinger level 31
20th Dearth 124th year of Ascendancy at 22:46 see stats
By Lithia the Whitehoof Gunslinger level 20
48th Revenge 124th year of Ascendancy at 11:17 see stats
Log
Lithia resists the effect 'Pinned to the ground'!
Talent Double Shots is ready to use.
Lithia uses Double Shots.
Lithia resists the effect 'Stunned'!
Automated Defense System activates Rocket Boots.
Automated Defense System uses Block.
Automated Defense System deactivates Rocket Boots.
Lithia shoots!
Lithia's Shoot performs a ranged critical strike against Automated Defense System!
Lithia's Shoot hits Automated Defense System for (129 blocked), 95 physical, (9 blocked), 0 physical (95 total damage).
Lithia's Shoot hits Automated Defense System for (68 blocked), 0 physical, 10 lightning, (9 blocked), 0 physical, 7 acid (17 total damage).
Automated Defense System uses Massive Blow.
Snowy mountain turns into rocky ground.
Automated Defense System performs a melee critical strike against Lithia!
Lithia is recovering from the damage!
You collect a new ingredient: mechanical core (1).
Option unlocked: New Class: Annihilator (Tinker)
Quest 'Research. Tinker. Annihilate.' is done! (Press 'j' to see the quest log)
Quest 'Research. Tinker. Annihilate.' status updated! (Press 'j' to see the quest log)
Welcome to level 35 [Lithia].
Lithia has 3 stat point(s), 3 class talent point(s), 1 category point(s) to spend. Press p to use them.
You have gained one more life (1 remaining).
New Achievement: Take you with me!
Melee retaliation hits Automated Defense System for 5 arcane, 26 darkness (31 total damage).
Automated Defense System hits Lithia for (37 flat reduction), 1083 physical (1083 total damage).
Lithia the level 34 whitehoof gunslinger was shattered to death by a Automated Defense System on level 1 of Steam Quarry.
Lithia deactivates her cloak's restoration systems.