
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Psyshot |
| Level / Exp | 20 / 38% |
| Size | big |
| Lifes / Deaths | Killed by Emana the gelatinous cube at level 11 on the 8th Dusk 122nd year of Ascendancy at 17:54 4 / 1 |
Primary Stats
| Strength | 36 (base 10) |
| Dexterity | 50 (base 29) |
| Constitution | 23 (base 18) |
| Magic | 12 (base 10) |
| Willpower | 61 (base 35) |
| Cunning | 46.4 (base 30) |
Resources
| Life | 470/470 |
| Steam | 100/100 |
| Stamina | 284/284 |
| Psi | 197/211 |
| Healing Factor | 1.1010362694301 |
| Regeneration | 7.9825129533682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 48 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Nature | +5% |
| Physical | +10% |
| Blight | +15% |
| Arcane | +21% |
| Mind | +6% |
| All | +0% |
Offense: Damage Penetration
| Physical | +14% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 27.335093952971 (48.103448275862%) |
| Defense | 30 |
| Ranged Defense | 37 |
| Fatigue | 12 |
| Physical Save | 40 |
| Spell Save | 28 |
| Mental Save | 44 |
Defense: Resistances
| Nature | 16%( 70%) |
| Lightning | 56%( 70%) |
| Mind | 9%( 70%) |
| Temporal | 13%( 70%) |
| Blight | 10%( 70%) |
| Arcane | 9%( 70%) |
| Fire | 16%( 70%) |
| All | 4%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 15% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Disarm Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 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 80% efficiency and cooldown mod of 72%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Gestalt |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. The Brotherhood of Alchemists* &039; * &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
Equipment
| On feet | Hathutovor the pair of dwarven-steel boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -3% Changes resistances: +6% blight Changes damage: +21% arcane / +15% blight Maximum encumbrance: +30 Physical save: +18 (+6 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Gorakor the pouch of dwarven-steel shots (18/18, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 8% chance to disease * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning / +10 blight Burst (radius 1) on hit: +8 temporal When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist&039;Arcwisp&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +12% lightning Changes resistances penetration: +5% lightning Changes damage: +21% lightning Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Scaldwyrd the hardened leather hat (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +5 Armour: +10 Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +12% fire Mental save: +0 (+0 eff.) Light radius: +5 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
| On hands | Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +3 Iron Grip Poison immunity: +20% Disarm immunity: +80% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +1 Dex / +6 Wil / +2 Cun Reduces incoming crit damage: 5.00% Spellpower: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Wil Stun/Freeze immunity: +26% Life regen: +1.00 Equilibrium when hit: +0.08 Maximum psi: +40.00 Rings can have magical properties. |
| Around neck | steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +5 Str Changes resistances: +18% lightning Changes damage: +6% mind Spell save: +9 (+4 eff.) Maximum psi: +30.00 Amulets can have magical properties. |
| In main hand | Tempestpain the dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * applies a stacking poison dealing 31 damage per turn Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +14% physical Changes damage: +3% lightning / +10% physical Grants telepathy: Dragon Mindpower: +2 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | monstrous rough leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: +0% Changes stats: +4 Str / +5 Dex / +4 Cun / +5 Con / +6 Lck Trap disarming bonus: +7 Stealth bonus: +5 Maximum encumbrance: +0 Physical save: +6 (+2 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
| In off hand | Gloroba the thorny mindstar (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * applies a stacking poison dealing 31 damage per turn When wielded/worn: Armour: +6 Changes stats: +5 Wil Changes resistances: +5% arcane / +9% temporal Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Silence immunity: +15% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +24% lightning / +0% cold / +0% nature Stun/Freeze immunity: +40% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Camendil the iron mail armour (11 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +12% Changes resistances: +5% mind Reduces incoming crit damage: 15.00% Mental save: +18 (+6 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Stun/Freeze immunity: +10% Knockback immunity: +20% Life regen: +6.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Inventory
Elylessra the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Cun / +3 Con Changes resistances: +21% fire / +21% cold Changes damage: +3% mind Physical save: +9 (+3 eff.) Life regen: +1.00 Maximum life: +31.00 Light radius: +3 Amulets can have magical properties. |
HalymnirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +6% nature / +6% darkness Changes damage: +15% mind Amulets can have magical properties. |
insulating steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +14% fire / +15% cold Amulets can have magical properties. |
steel amulet of mastery (0.13 Psionic / Gestalt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.13 Psionic / Gestalt Amulets can have magical properties. |
Elunn the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +10% blight Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+2 eff.) Damage Shield penetration: +40% Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
Aerorinn the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +9 Mag / +5 Wil / +3 Cun Changes resistances: +22% light / +5% arcane Changes damage: +11% light Grants telepathy: Dragon Physical save: +6 (+2 eff.) Blindness immunity: +5% Spellpower: +12 (+6 eff.) Rings can have magical properties. |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Emelugamira (9.5-10.45 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 9.5 - 10.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Life regen: +0.70 Stamina each turn: +0.60 Maximum life: +16.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
DimwillRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +4 Cun / +2 Str Changes resistances: +6% darkness Changes resistances penetration: +10% temporal / +10% physical Changes damage: +9% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
TitanRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 175% Firing range: +3 Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
steel steamgun &039;Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to disease Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Wil / +3 Cun Changes resistances penetration: +11% physical Changes damage: +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Nerodhemira the pouch of dwarven-steel shots (17/17, 36.5-43.8 power, 5 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +11.0% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * 20 arcane resource burn * 20% chance to cause random gloom Travel speed: +200% Damage (Ranged): +7 temporal / +19 mind / +9 nature Burst (radius 1) on hit: +8 mind Shots are used with slings to pummel your foes to death. |
woollen robe &039; (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +7 Str / +2 Dex / +3 Con Reduces incoming crit damage: 15.00% Physical save: +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manedusta the Noonvenom (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes stats: +3 Cun / +3 Wil Critical mult.: +10.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Infravision radius: +2 A pair of boots made of leather. |
Wanderer&Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots &039; (3 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Changes stats: +7 Con Changes damage: +9% physical Maximum life: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Mardalarek (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +4 Con Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +3 See invisible: +9 A pointy cloth hat, very wizardly... |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
FlashclamorInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +9% lightning Maximum life: +40.00 Light radius: +2 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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), costing 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. |
dwarven steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 135, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 190] powerful pain suppressor salve [power 190]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -190 life and reduces all damage by 19% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Vorakira the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +7 Str / +3 Mag Infravision radius: +2 See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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)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, costing 202 power out of 371/400. 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. |
Starquencher [power 113] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes resistances: +12% darkness Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 113 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ace the Skeleton Psyshot level 19
57th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ace the Skeleton Psyshot level 10
4th Dusk 122nd year of Ascendancy at 20:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ace the Skeleton Psyshot level 20
58th Dusk 122nd year of Ascendancy at 18:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ace the Skeleton Psyshot level 8
2nd Flare 122nd year of Ascendancy at 05:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ace the Skeleton Psyshot level 8
3rd Summertide 122nd year of Ascendancy at 15:49 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ace the Skeleton Psyshot level 19
58th Dusk 122nd year of Ascendancy at 05:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ace the Skeleton Psyshot level 14
29th Dusk 122nd year of Ascendancy at 10:23 see stats
Log
You gain 5.27 gold from the melting of nature&LASTLASTlump of dwarven steel (1).
You gain 3.20 gold from the melting of dwarven-steel greatsword of torment (36-57.6 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.75 gold from the melting of balanced dwarven-steel greatsword of erosion (33.5-53.6 power, 2 apr).
You gain 4.08 gold from the melting of ash vilestaff of greater warding (15-18 power, 3 apr, acid element).
You gain 2.10 gold from the melting of phase door rune (range 7; power 25; dur 4).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.10 gold from the melting of healing infusion of the warrior (heal 122).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 64th Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLASTLASTTalent Emergency Steam Purge is ready to use.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press &039; or right click to use).
There is a portal back here (press &039; or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Ace uses Create Tinker.
Saving done.
Talent Implant: Steam Generator is ready to use.
Talent Implant: Steam Generator is ready to use.
You feel mildly anxious, and walk with caution.
Ace deactivates Chant of Fortitude.
Ace deactivates Gestalt.























































































