









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.0This 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 Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 41 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 41 on the 18th Destruction 124th year of Ascendancy at 05:33 / 1 |
Primary Stats
| Strength | 34 (base 10) |
| Dexterity | 10 (base 11) |
| Constitution | 22 (base 10) |
| Magic | 100 (base 60) |
| Willpower | 73 (base 60) |
| Cunning | 63 (base 41) |
Resources
| Life | -101/976 |
| Mana | 164/555 |
| Steam | 100/100 |
| Healing Factor | 1.09375 |
| Regeneration | 0.2734375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +54.597701149425% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 4 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +57% |
| Cold | -5% |
| Blight | +14% |
| Arcane | +50% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Light | +20% |
| Mind | +10% |
| Fire | +96% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 14 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 46 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 11%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 64%( 70%) |
| Temporal | + 25%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 54%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 516 damage for 5 turns. Its effects scale with your Cunning stat. |
| 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 168 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. |
| 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 Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1101% for 10 turns (55 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. |
| 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 Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 868% for 10 turns (43 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 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 / Galvanic technomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Feather Wind |
| talent | Wildfire |
| talent | Shielding |
| talent | Chant of Fortitude |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The time distortion has created a restoration field, healing the target for 70 each turn. Temporal Restoration Field |
| detrimental effect | Reduces global action speed by 83%. Slow |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 104%. Scoundrel's Strategies |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+6 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Talents +5 Rocket Boots Creates an arcane explosion dealing 250 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 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | void-walker's alchemist's lamp of health1.0 T3 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% temporal +7% cold Max.HP +55.00 Def/telep +15 Res/telep +10% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | prismatic hardened leather cap of blood magic (0 def, 3 armour) 2.0 T3 head armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil +10 Cun dps ---------- Spell.crit +2% Dmg.mod +14% blight +10% arcane ----- def ----- Armour +3 Fatigue +3% Resists +15% light +13% darkness Mind.save +15 (+5 eff.) A cap made of leather. |
| Tool | stralite torque of psionic shield 'Turyretar' [power 111] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +2 Mag +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +15% acid +9% mind ---------- misc See.Invis +18 Setup a psionic shield, reducing all damage taken by 111 for 5 turns Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Islogalaith the Glaregash0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 fire ----- def ----- Resists +3% acid +6% temporal +15% light +3% blight Spell.save +18 (+6 eff.) Max.HP +26.00 Disarm- +40% Pinning- +32% Knockbk- +29% ---------- misc Light +1 Rings can have magical properties. |
| On fingers | conjurer's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
| Around waist | insulating hardened leather belt of dampening 1.0 T3 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% acid +15% fire +15% cold +7% lightning A belt that goes around your waist. |
| In main hand | Scaldblast the yew magestaff (120% power, 4 apr, fire element) 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +35% fire Res.pen +15% temporal +40% fire ----- def ----- Armour +6 Defense +6 (+6 eff.) Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Wards +2 fire Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dazzleburst (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind Res.pen +20% light On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +1 Resists +15% lightning +6% mind +15% light ---------- misc Talents +3 Fatal Attractor 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. |
| Main armor | Vestments of the Conclave (0 def, 6 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane Melee Ret 0 physical ----- def ----- Armour +6 Fatigue +0% Resists +9% all Crit.dmg- 21.00% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Velynor the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Str +2 Mag +10 Con ----- def ----- Defense +2 (+2 eff.) Resists +0% lightning +15% fire +15% light Crit.dmg- 15.00% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Alidohell the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Con ----- def ----- Armour +4 Defense +5 (+5 eff.) Resists +9% blight +6% darkness +3% lightning Crit.dmg- 10.00% Phys.save +15 (+8 eff.) Mind.save +9 (+3 eff.) Max.HP +59.00 HP.reg +2.00 Heal.mod +15% Blind- +18% Cut- +40% ---------- misc Infravis +6 Sight +2 See.Invis +10 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 254 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Koregofang'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +13 Con dps ---------- Mind.crit +5% Mind.pwr +30 (+10 eff.) ----- def ----- Phys.save +19 (+10 eff.) Max.HP +78.00 HP.reg +4.00 ---------- misc Hate/m.crit +2.00 See.Invis +9 Amulets can have magical properties. |
warrior's copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Morbuswrither the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +3% blight +3% fire +15% nature +3% cold Mind.save +6 (+2 eff.) Rings can have magical properties. |
Emura (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +20% Crit.mult +14.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% cold Apr +5 ----- def ----- Defense +15 (+10 eff.) Resists +6% darkness Phys.save +18 (+9 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galyleg the dragonbone starstaff (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +18% Mind.crit +4% Crit.mult +40.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% physical Res.pen +25% mind Melee Ret 10 blight ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Chargeclamor' (136% power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +13 (+6 eff.) Spell.pwr +25 (+6 eff.) Dmg.mod +33% lightning Res.pen +10% lightning +5% cold Acc +9 (+9 eff.) Melee Ret 2 lightning 2 cold On Hit (Melee): * 10% chance to slow global speed by 55% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Xeramira' (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +2 Dex +4 Con dps ---------- Spell.crit +16% Crit.mult +18.00% Phys.pwr +25 (+12 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +6% acid +30% fire On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Defense +10 (+8 eff.) Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Dex 30 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 111% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Amotorach (114% power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Res.pen +15% physical Acc +9 (+9 eff.) Apr +4 ----- def ----- Armour +3 Defense +12 (+9 eff.) Fatigue +6% Die.at -40.00 life Disease- +20% Disarm- +25% ---------- misc Max.stam +30.00 Talents +1 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! |
nightruned hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +7% light +7% darkness Mind.save +7 (+2 eff.) A belt that goes around your waist. |
Blackreek (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% darkness +9% fire Res.pen +15% lightning Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +2 (+2 eff.) Resists +0% lightning Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+7 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
spellstreaming rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.12 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. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
clarifying linen wizard hat of time (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
66 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
19 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. |
11 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. |
19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+7 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+7 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% mind +5% fire ----- def ----- Mind.save +5 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
16 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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! |
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. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 150% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
great frost salve [power 29] great frost salve [power 29]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 77% cooldown modifier. Remove 2 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 25] powerful fiery salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 77% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 77% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 341] powerful healing salve [power 341]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 77% cooldown modifier. Heal 341 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 77% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
arcane dynamo0.0 T5 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: ---------- misc Talents +5 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
9 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+8 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+8 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Takumagii the Whitehoof Archmage level 22
7th Revenge 124th year of Ascendancy at 01:21 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Takumagii the Whitehoof Archmage level 11
31st Retaking 124th year of Ascendancy at 19:50 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Takumagii the Whitehoof Archmage level 29
48th Revenge 124th year of Ascendancy at 10:25 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Takumagii the Whitehoof Archmage level 26
32nd Revenge 124th year of Ascendancy at 22:51 see stats
For a Few Gold More (Nightmare (Roguelike) difficulty)
Completely deplete an AAA's stock.By Takumagii the Whitehoof Archmage level 34
16th Dearth 124th year of Ascendancy at 16:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Takumagii the Whitehoof Archmage level 10
29th Retaking 124th year of Ascendancy at 05:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Takumagii the Whitehoof Archmage level 20
50th Retaking 124th year of Ascendancy at 23:44 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Takumagii the Whitehoof Archmage level 30
4th Pain 124th year of Ascendancy at 15:03 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Takumagii the Whitehoof Archmage level 40
14th Destruction 124th year of Ascendancy at 04:18 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Takumagii the Whitehoof Archmage level 32
7th Pain 124th year of Ascendancy at 00:09 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Takumagii the Whitehoof Archmage level 25
31st Revenge 124th year of Ascendancy at 14:55 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Takumagii the Whitehoof Archmage level 20
50th Retaking 124th year of Ascendancy at 23:50 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Takumagii the Whitehoof Archmage level 33
50th Pain 124th year of Ascendancy at 09:04 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Takumagii the Whitehoof Archmage level 15
44th Retaking 124th year of Ascendancy at 21:09 see stats
Log
Burning Shock from Takumagii hits Steam giant guard for 48 fire damage.
Takumagii's arcane area effect hits Retaliator of Atmos for 172 arcane damage.
Takumagii's arcane area effect hits Steam giant guard for 185 arcane damage.
Takumagii's arcane area effect hits Siloma the steam giant guard for (185 to time), 0 arcane (0 total damage).
Takumagii's arcane area effect hits Steam giant blood carver for 185 arcane damage.
Takumagii's arcane area effect hits Shadow for 185 arcane damage.
Takumagii's arcane area effect hits Shadow for 185 arcane damage.
Takumagii's arcane area effect hits Steam giant gunslinger for 176 arcane damage.
Burning from Takumagii hits Retaliator of Atmos for 12 fire damage.
Takumagii's cleansing fire area effect hits Steam giant guard for 61 fire damage.
Takumagii's cleansing fire area effect hits Retaliator of Atmos for 61 fire damage.
Takumagii's cleansing fire area effect hits Shadow for 61 fire damage.
Takumagii's cleansing fire area effect hits Takumagii for 5 fire, 20 healing (5 total damage) [20 healing].
Burning from Takumagii hits Steam giant guard for 12 fire damage.
Takumagii's cleansing fire area effect hits Steam giant guard for 61 fire damage.
Takumagii's cleansing fire area effect hits Steam giant blood carver for 61 fire damage.
Takumagii's cleansing fire area effect hits Shadow for 61 fire damage.
Takumagii's cleansing fire area effect hits Shadow for 61 fire damage.
Takumagii's cleansing fire area effect hits Takumagii for 5 fire, 20 healing (5 total damage) [20 healing].
Steam giant blood carver casts Blood Boil.
Takumagii is not crippled anymore.
Takumagii slows down.
Retaliator of Atmos shoots!
Steam giant blood carver receives 86 healing.
Steam giant blood carver hits Takumagii for 139 blight damage.
Steam giant gunslinger's Strafe performs a ranged critical strike against Takumagii!
Takumagii shrugs off the critical damage!
Steam giant gunslinger's Strafe performs a ranged critical strike against Takumagii!
Takumagii shrugs off the critical damage!
Saving game...





























































































































