Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Possessor Bonus Class 1.6.6Donators/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. Ashes of Urh'Rok 1.6.7Official 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:
White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Proper Possession 1.5.0
Frequently Asked Questions: Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Female |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 18 / 91% |
Size | medium |
Lifes / Deaths | Killed by Captured Yeti Behemoth at level 18 on the 16th Revenge 124th year of Ascendancy at 18:07 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 16 (base 10) |
Magic | 65 (base 46) |
Willpower | 37 (base 35) |
Cunning | 28 (base 12) |
Resources
Life | -16/344 |
Mana | 23/254 |
Steam | 5/100 |
Healing Factor | 1.0483870967742 |
Regeneration | 2.3588709677419 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 8 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 30 |
Accuracy | 12 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +12% |
Cold | +10% |
Arcane | +20% |
Mind | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 12 (50%) |
Defense | 0 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 35 |
Mental Save | 31 |
Defense: Resistances
Nature | + 16%( 70%) |
Acid | + 21%( 70%) |
Light | + 41%( 70%) |
Cold | + 54%( 70%) |
Darkness | + 19%( 70%) |
Arcane | + 21%( 70%) |
Fire | + 12%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 25% |
Pinning Resistance | 50% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 181 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (468 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Thunderstorm |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Power |
beneficial effect | You lay moss where you walk. Moss Tread |
beneficial effect | The mana surge engulfs the target, regenerating 5.08 mana per turn. Surging mana |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 518 HP on the iceblock remaining. Frozen |
beneficial effect | You have 2 charges. Death Momentum |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold Stealth +4 ---------- misc Stam/turn +0.30 Max.stam +11.00 Talents +2 Moss Tread A pair of boots made of leather. |
On hands | Siliwyn the hardened leather gloves (0 def, 2 armour) Siliwyn the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +5 Mag dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +13% light +13% darkness Phys.save +5 (+2 eff.) Mind.save +21 (+10 eff.) Disarm- +20% ---------- misc Mana/s.crit +2.00 Max.hate +4.00 Infravis +2 Talents +3 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 60.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | linen wizard hat of corrosion (+15%) (1 def, 0 armour) linen wizard hat of corrosion (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A pointy cloth hat, very wizardly... |
Tool | The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | warrior's copper ring of frost (+20%) warrior's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +4 Resists +20% cold Rings can have magical properties. |
On fingers | conjurer's steel ring of light (+24%) conjurer's steel ring of light (+24%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings can have magical properties. |
Around neck | wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +5 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.70 Mana/turn +0.12 Max.mana +25.00 Amulets can have magical properties. |
In main hand | potent ash magestaff (120% power, 3 apr, arcane element) potent ash magestaff (120% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | spellwoven linen robe (0 def, 3 armour) spellwoven linen robe (0 def, 3 armour) 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +7% all Spell.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+0 eff.) Resists +10% nature +25% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Light source | brass lantern brass lantern2.0 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. |
Inventory
acid wave rune (damage 65; dur 4; cd 18) acid wave rune (damage 65; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 64.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 658% over 10 turns; mana 33; cd 14) manasurge rune (regen 658% over 10 turns; mana 33; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 658% for 10 turns (375 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune (range 20; cd 14) teleportation rune (range 20; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 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. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Stormfront (136% power, 15 apr) Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
flaming steel dagger of massacre (120% power, 6 apr) flaming steel dagger of massacre (120% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
creative thorny mindstar of venom (94% power, 24 apr, mind damage) creative thorny mindstar of venom (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Melee+ 6 acid Dmg.mod +6% acid Res.pen +8% acid ----- def ----- Resists +4% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar 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. |
pulsing mindstar of life (105% power, 32 apr, mind damage) pulsing mindstar of life (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +26.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar 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. |
focusing woollen robe of protection (3 def, 2 armour) focusing woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +2 Defense +3 (+0 eff.) Resists +9% all Phys.save +19 (+9 eff.) ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant steel plate armour of lightning resistance (0 def, 9 armour) radiant steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +10% blight +13% darkness +16% lightning ---------- misc Light +1 A suit of armour made of metal plates. |
scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of magic (+3) (0 def, 2 armour) steady hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% 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. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +11% darkness ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 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. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel toxic cannister launcher steel toxic cannister launcher0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] 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. |
dwarven-steel pickaxe of endurance (dig speed 30 turns) dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 150] (15 cooldown) steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of healing [power 170] (15 cooldown) cleansing ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (20 cooldown) elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 153 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing yew wand of lightning storm [power 248] (15 cooldown) cleansing yew wand of lightning storm [power 248] (15 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Borax the Whitehoof Archmage level 8
19th Retaking 124th year of Ascendancy at 08:35 see stats
By Borax the Whitehoof Archmage level 13
34th Retaking 124th year of Ascendancy at 00:34 see stats
By Borax the Whitehoof Archmage level 10
20th Retaking 124th year of Ascendancy at 06:48 see stats
By Borax the Whitehoof Archmage level 16
51st Retaking 124th year of Ascendancy at 11:40 see stats
Log
Something hits Borax for 60 physical, 105 physical (165 total damage).
Borax casts Rune: Shatter Afflictions.
Borax is not dazed anymore.
A shield forms around Borax.
Borax uses Moss Tread.
Captured Yeti Behemoth deactivates Antimagic Shield.
The antimagic shield of Captured Yeti Behemoth crumbles.
Thunderstorm hits Captured Yeti Behemoth for (5 antimagic), 0 lightning (0 total damage).
Captured Yeti Behemoth uses Algid Rage.
Captured Yeti Behemoth uses Ice Claw.
Captured Yeti Behemoth performs a melee critical strike against Borax!
Your shield crumbles under the damage!
The shield around Borax crumbles.
Borax is encased in ice!
Borax resists!
Captured Yeti Behemoth hits Borax for (69 absorbed), 21 cold, (10 to ice), 39 cold (61 total damage).
Borax misses Borax.
Captured Yeti Behemoth performs a melee critical strike against Borax!
Captured Yeti Behemoth hits Borax for (19 to ice), 74 physical (74 total damage).
Borax the level 18 whitehoof archmage was decapitated to death by Captured Yeti Behemoth on level 4 of Dominion Port.
Borax deactivates Shielding.
Borax deactivates Arcane Power.
Borax is free from the ice.
Borax deactivates Feather Wind.
Borax deactivates Thunderstorm.
The furious lightning storm around Borax calms down and disappears.
Borax stops surging mana.