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 | Male |
Race | Whitehoof |
Class | Archmage (Technomancer) |
Level / Exp | 29 / 87% |
Size | medium |
Lifes / Deaths | Killed by Bethewen the whitehoof ghoul at level 29 on the 41st Revenge 124th year of Ascendancy at 23:46 / 2Killed by Bethewen the whitehoof ghoul at level 29 on the 42nd Revenge 124th year of Ascendancy at 01:15 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 15 (base 10) |
Magic | 83 (base 60) |
Willpower | 48 (base 55) |
Cunning | 30 (base 11) |
Resources
Life | -16/576 |
Mana | 51/308 |
Steam | 100/100 |
Healing Factor | 1.0405405405405 |
Regeneration | 3.3817567567566 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 49 |
Accuracy | 6 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +44% |
Temporal | +17% |
Blight | +20% |
Arcane | +60% |
Darkness | +23% |
All | +9% |
Offense: Damage Penetration
Acid | +5% |
Arcane | +5% |
Lightning | +52% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 22 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 40 |
Mental Save | 25 |
Defense: Resistances
Acid | + 30%( 70%) |
Lightning | + 38%( 70%) |
Darkness | + 24%( 70%) |
Cold | + 24%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 33%( 70%) |
Fire | + 24%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 75% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 184 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 71 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: 15 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 (48 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: 21 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 159 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 Magic stat. |
Class Talents
Spell / Occult technomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
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 / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Shielding |
detrimental effect | The target is on fire, taking 7.85 fire damage per turn. Burning |
beneficial effect | You have 1 charges. Death Momentum |
beneficial effect | The time distortion has created a restoration field, healing the target for 59 each turn. Temporal Restoration Field |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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 |
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. | 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. | active |
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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Stealth +6 Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Talents +3 Moss Tread Creates an arcane explosion dealing 224 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 13/24 A wispy purple aura surrounds these translucent black boots. |
Light source | Layumira the Voidwitch Layumira the Voidwitch1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +6% acid +15% fire Mind.save +7 (+4 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | psionicist's copper ring of blight (+11%) psionicist's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Mind.save +4 (+2 eff.) Rings can have magical properties. |
On fingers | steel ring of power steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
Around waist | blurring rough leather belt of resilience blurring rough leather belt of resilience 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Fatigue -8% Stealth +5 Max.HP +30.00 ---------- misc Max.enc +20 A belt that goes around your waist. |
In main hand | Starcaller (129% power, 4 apr, lightning element) Starcaller (129% power, 4 apr, lightning element)5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +5% darkness +25% lightning ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
On hands | dwarven-steel gauntlets 'Camisathel' (0 def, 2 armour) dwarven-steel gauntlets 'Camisathel' (0 def, 2 armour) 1.5 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag dps ---------- Phys.crit +7.0% Spell.crit +11% Mind.crit +8% Crit.mult +19.00% Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% blight HP.reg +3.00 ---------- misc Stam/turn +0.50 Mana/turn +0.08 Max.stam +16.00 Talents +4 Shocking Touch 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. |
Main armor | timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) Dmg.mod +8% temporal +20% arcane +9% all ----- def ----- Armour +0 Resists +11% all Crit.dmg- 0.00% ---------- misc Max.mana +22.00 Talents +3 Arcane Dynamo 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 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +30% lightning +15% cold Phys.save +10 (+5 eff.) Stun/Frz- +50% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
medical injector implant of the wizard (efficiency 166% / cooldown 96%) medical injector implant of the wizard (efficiency 166% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the psychic (res 27%; mental, magical; dur 4; cd 16) wild infusion of the psychic (res 27%; mental, magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the psychic (absorb 439; dur 4; cd 18) shielding rune of the psychic (absorb 439; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 4 turns. Its effects scale with your Willpower stat. 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 |
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: Crystal Plating schematic: Crystal Plating0.1 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: Fiery Salve schematic: Fiery Salve0.1 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: Frost Salve schematic: Frost Salve0.1 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: Headlamp schematic: Headlamp0.1 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: Itching Powder schematic: Itching Powder0.1 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: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 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. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 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. |
Obsidianrace Obsidianrace0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +11 Dex +2 Con dps ---------- Res.pen +25% darkness ----- def ----- Defense +15 (+8 eff.) Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+7 eff.) Amulets can have magical properties. |
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? |
stabilizing steel amulet of healing stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +13% Cut- +50% Pinning- +25% Knockbk- +22% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet of constitution (+3) steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings can have magical properties. |
Aerysadil the voratun battleaxe (167% power, 4 apr) Aerysadil the voratun battleaxe (167% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +15 Wil +23 Con dps ---------- Phys.pwr +16 (+8 eff.) Dmg.mod +9% mind +17% physical Res.pen +20% physical Acc +20 (+16 eff.) ----- def ----- Max.HP +128.00 Disarm- +32% ---------- misc Hate/m.crit +5.00 Max.psi +10.00 Massive two-handed battleaxes. |
caustic dwarven-steel longsword (130% power, 4 apr) caustic dwarven-steel longsword (130% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +5 acid +13 nature While equipped: dps ---------- Res.pen +8% acid +13% nature Apr +9 Sharp, long, and deadly. |
enhanced dwarven-steel steamsaw (122% power, 0 apr) enhanced dwarven-steel steamsaw (122% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Nature/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +6 Str +7 Dex +5 Mag +5 Wil +5 Cun +3 Con ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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! |
stralite steamsaw of amnesia (138% power, 0 apr) stralite steamsaw of amnesia (138% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Psionic/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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! |
Mayille Mayille4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +11 lightning While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Dmg.mod +12% lightning Res.pen +5% physical ----- def ----- Resists +9% cold +6% mind +6% nature Disarm- +10% Slings are used to hurl stones or metal shots at your foes. |
scouring stralite shield (0 def, 8 armour, 145 block) scouring stralite shield (0 def, 8 armour, 145 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con dps ---------- Melee+ 9 acid 17 nature On Hit (Melee): * 13 arcane resource burn On Melee Ret: * 11 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +9% acid +14% nature ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of darkness (+24%) (0 def, 0 armour) cashmere robe of darkness (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% darkness ----- def ----- Armour +0 Resists +24% darkness +11% all Crit.dmg- 0.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing dwarven-steel mail armour (3 def, 8 armour) cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% nature +13% blight A suit of armour made of mail. |
fortifying dwarven-steel mail armour of cold resistance (3 def, 8 armour) fortifying dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +22% cold Max.HP +53.00 A suit of armour made of mail. |
cashmere cloak 'Hariharadur' (2 def, 20 armour) cashmere cloak 'Hariharadur' (2 def, 20 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +20% physical ----- def ----- Armour +20 Defense +2 (+1 eff.) Resists +13% cold Mind.save +12 (+6 eff.) ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
fleetfooted pair of hardened leather boots (4 def, 3 armour) fleetfooted pair of hardened leather boots (4 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +8 Dex ----- def ----- Armour +3 Defense +4 (+2 eff.) A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
hardened leather gloves of butchering (0 def, 2 armour) hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +6 (+6 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% blight Spell.save +13 (+4 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. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 10 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 31 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Dawnwreck the dwarven-steel gauntlets (0 def, 2 armour) Dawnwreck the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +8% arcane +6% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Armour +2 Fatigue +3% Mind.save +12 (+6 eff.) ---------- misc Light +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. |
sand dwarven-steel gauntlets of the verdant (0 def, 9 armour) sand dwarven-steel gauntlets of the verdant (0 def, 9 armour)1.5 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Melee+ 9 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Resists +11% blight +11% darkness +13% arcane Affinity +7% nature Spell.save +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
Glorydaba (0 def, 12 armour) Glorydaba (0 def, 12 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +18% acid +6% physical Res.pen +10% physical ----- def ----- Armour +12 Fatigue +4% Resists +7% physical Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckparry the dwarven-steel helm (0 def, 4 armour) Muckparry the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +11 Dex dps ---------- Dmg.mod +6% light +6% nature Acc +5 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +3% physical Die.at -80.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 aquamarine 13 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. |
14 opal 14 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. |
19 topaz 19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 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. |
26 onyx 26 onyx0.0 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. |
24 lapis lazuli 24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
50 emerald 50 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. |
33 garnet 33 garnet0.0 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. |
26 quartz 26 quartz0.0 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. |
watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) Blind- +23% Confus- +18% ---------- misc Light +7 See.Stealth +8 See.Invis +7 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
dwarven steel crystal plating dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con 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! |
well-made ablative armour well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.dmg- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made itching powder well-made itching powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Itching Powder 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature 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. |
Adita the Gloomstinger [power 248] (15 cooldown) Adita the Gloomstinger [power 248] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness Melee Ret 8 lightning 4 darkness ----- def ----- Resists +9% acid +6% darkness +3% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 71 lightning damage and will be dazed for 1 turn (357 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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 Gigazap the Whitehoof Archmage level 11
24th Retaking 124th year of Ascendancy at 23:20 see stats
By Gigazap the Whitehoof Archmage level 10
21st Retaking 124th year of Ascendancy at 18:55 see stats
By Gigazap the Whitehoof Archmage level 20
15th Revenge 124th year of Ascendancy at 01:06 see stats
By Gigazap the Whitehoof Archmage level 29
41st Revenge 124th year of Ascendancy at 23:17 see stats
By Gigazap the Whitehoof Archmage level 21
16th Revenge 124th year of Ascendancy at 10:51 see stats
By Gigazap the Whitehoof Archmage level 16
36th Retaking 124th year of Ascendancy at 18:24 see stats
Log
Talent Phase Door is ready to use.
Gigazap receives 61 healing from Temporal Restoration Field.
Thunderstorm hits Bethewen the whitehoof ghoul for (48 flat reduction), 0 lightning, (48 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Squid for 56 lightning, 71 lightning (127 total damage).
Squid is dazed!
Gigazap's spell attains critical power!
Squid is not dazed anymore.
You collect a new ingredient: vial of squid ink (1).
Gigazap's spell attains critical power!
Gigazap receives 61 healing from Temporal Restoration Field.
Thunderstorm hits Bethewen the whitehoof ghoul for (48 flat reduction), 0 lightning, (48 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Squid for 63 lightning damage.
Thunderstorm killed Squid!
Bethewen the whitehoof ghoul is returned to normal time.
Bethewen the whitehoof ghoul casts Abduction.
Gigazap deactivates Disruption Shield.
Bethewen the whitehoof ghoul's spell attains critical power!
Gigazap is on fire!
Bethewen the whitehoof ghoul's weapon surges with fire!
Bethewen the whitehoof ghoul hits Gigazap for (1 flat reduction), 219 physical, (1 flat reduction), 17 fire, (1 flat reduction), 356 physical (593 total damage).
Gigazap the level 29 whitehoof archmage was tortured to death by Bethewen the whitehoof ghoul on level 3 of Krimbul Territory.
Gigazap deactivates Shielding.
Gigazap deactivates Tempest.
Gigazap deactivates Hurricane.
Gigazap deactivates Thunderstorm.
The furious lightning storm around Gigazap calms down and disappears.
Gigazap deactivates Feather Wind.
Gigazap stops burning.