Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Sawbutcher |
Level / Exp | 200 / 139% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 4671 (base 100) |
Dexterity | 1043 (base 100) |
Constitution | 4492 (base 100) |
Magic | 985 (base 100) |
Willpower | 1120 (base 100) |
Cunning | 4710 (base 100) |
Resources
Mana | 9512/9512 |
Psi_feedback | 0/2985 |
Life | 353254/353254 |
Positive | 3632/3632 |
Stamina | 6317/6317 |
Equilibrium | 20 |
Healing Factor | 2.5 |
Regeneration | 6079.5 |
Speed
Mental | +230% |
Attack | +200% |
Movement | +1025% |
Spell | +200% |
Global | +1215% |
Vision
Sight | 12 |
Lite | 21 |
Infravision | 36 |
See Stealth | 402.11402729399 |
See Invisible | 418.11402729399 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 39117 |
Accuracy | 421 |
Crit Chance | 1507% |
APR | 8520 |
Speed | 0.30 |
Offense: Offhand
Damage | 17464 |
Accuracy | 421 |
Crit Chance | 1507% |
APR | 8520 |
Speed | 0.30 |
Offense: Spell
Spellpower | 252 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 388.05 |
Offense: Mind
Mindpower | 485 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +93% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 1883.7431892941 (100%) |
Defense | 238 |
Ranged Defense | 238 |
Fatigue | 0 |
Physical Save | 602 |
Spell Save | 420 |
Mental Save | 488 |
Defense: Resistances
All | +313%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 26% |
Bleed Resistance | 85% |
Teleport Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 84% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 82.0 steam per turn. Can be activated for an instant burst of 410 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 73.9 steam per turn. Can be activated for an instant burst of 369 steam. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Battlefield management | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Sawmaiming | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Butchery | 50.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Automated butchery | 100.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Furnace | 100.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Battle machinery | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Enhancement | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 50.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Physics | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Harmony | 1.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Chemistry | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Engineering | 100.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Steamtech / Blacksmith | 100.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 11.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Staff combat | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Light | 1.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Fiery Hands |
talent | Goresplosion |
talent | Melting Point |
talent | Exploit Weakness |
talent | Daunting Presence |
talent | Inner Power |
talent | Shock Hands |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Mow Down |
talent | Furnace |
talent | Grinding Shield |
beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (12.9 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 13. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed black mamba head. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Steam Powered Boots (33 def, 61 armour) Steam Powered Boots (33 def, 61 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +61 Defense: +33 (+3 eff.) Fatigue: +8% Changes stats: +33 Str / +41 Dex Changes damage: +10% fire Physical save: +61 (+2 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | Grinothel (101/101, 93-111.6 power, 36 apr) Grinothel (101/101, 93-111.6 power, 36 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 93.0 - 111.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +36 Crit. chance: +37.5% Capacity: 101 Turns elapse between self-loadings: -2 On weapon hit: * 20% chance to corrode armour by 30% * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 108 bleeding, 122% reduced healing * cripple the target Travel speed: +400% Damage (Melee): +17 lightning / +34 temporal / +13 darkness / +16 arcane / +17 bleed / +17 mind / +110 physical Damage (Ranged): +17 lightning / +34 temporal / +13 darkness / +16 arcane / +17 bleed / +17 mind / +110 physical Burst (radius 2) on crit: +4 acid When wielded/worn: Ammo reloads per turn: +5 Talent granted: +4 Solid Shell Shots are used with slings to pummel your foes to death. |
Light source | Isleriawe the Smearfame Isleriawe the SmearfamePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +25 Defense: +57 (+4 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 fire Changes stats: +9 Con / +17 Mag Changes resistances: +9% acid / +6% temporal / +14% darkness / +5% physical / +7% blight / +6% cold / +6% fire / +6% light Changes resistances penetration: +5% arcane / +7% all Changes damage: +14% light / +7% darkness Damage affinity(heal): +10% light / +5% darkness Physical save: +97 (+3 eff.) Spell save: +97 (+4 eff.) Mental save: +150 (+6 eff.) Poison immunity: +15% Disease immunity: +15% Cut immunity: +15% Pinning immunity: +10% Teleport immunity: +10% Life regen: +2.20 Spellpower: +8 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Light radius: +16 Infravision radius: +3 See stealth: +9 See invisible: +9 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to activate talent Sun Flare, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 1233.87 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
On head | Steam Powered Helm (5 def, 17 armour) Steam Powered Helm (5 def, 17 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +17 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +7 Str / +14 Cun / +7 Con Changes resistances: +10% all Mental save: +21 (+1 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 29 armour) Steam Powered Gauntlets (0 def, 29 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +29 Changes stats: +15 Str / +15 Dex Changes damage: +8% all Talent granted: +5 Hand Cannon Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Dazzlevault the voratun pickaxe (dig speed 1 turns) Dazzlevault the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +39 (+2 eff.) Physical crit. chance: +15.0% Physical power: +10 (+0 eff.) Fatigue: -40% Damage when hit (Melee): 8 light / 12 blight Changes stats: +122 Str / +25 Dex / +41 Wil / +97 Cun Changes resistances: +15% blight / +22% temporal Changes resistances penetration: +15% light / +73% physical Changes damage: +15% fire / +14% mind / +12% temporal Mental save: +61 (+3 eff.) Mental crit. chance: +15% Light radius: +3 Infravision radius: +20 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Thundershine the gold ring Thundershine the gold ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +32 (+2 eff.) Armour penetration: +13 Physical power: +32 (+1 eff.) Defense: +52 (+4 eff.) Effects on melee hit: * 16% chance to cause random gloom * 70% chance to blind Damage (Melee): 37 light / 16 bleed Effects on ranged hit: * 14% chance to cause random gloom * 25% chance to blind Damage (Ranged): 38 light / 17 bleed Damage when hit (Melee): 24 blight / 16 lightning Changes stats: +69 Str / +65 Dex / +112 Mag / +86 Wil / +121 Cun / +82 Con Changes resistances: +11% blight / +6% lightning / +10% nature / +35% light Changes resistances penetration: +10% blight Changes damage: +22% light / +9% mind Critical mult.: +10.00% Spell save: +283 (+12 eff.) Mental save: +48 (+2 eff.) Poison immunity: +20% Disease immunity: +22% Confusion immunity: +38% Stun/Freeze immunity: +110% Life regen: +11.00 Mana each turn: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +61.00 Maximum stamina: +28.00 Maximum hate: +11.00 Spellpower: +54 (+4 eff.) Spell crit. chance: +5% Mindpower: +11 (+0 eff.) Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Poloriatta the copper ring Poloriatta the copper ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +30 (+2 eff.) Armour penetration: +9 Physical power: +14 (+0 eff.) Defense: +39 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 12 mind Changes stats: +48 Str / +78 Dex / +108 Mag / +121 Wil / +82 Cun / +69 Con Changes resistances: +24% light / +24% darkness / +8% arcane Changes resistances penetration: +10% arcane Changes damage: +12% light / +12% darkness / +6% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +24 Spell save: +155 (+7 eff.) Mental save: +155 (+7 eff.) Blindness immunity: +26% Silence immunity: +26% Mana each turn: +0.16 Equilibrium when hit: +0.12 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum stamina: +47.00 Spellpower: +35 (+3 eff.) Mental crit. chance: +2% Infravision radius: +4 See stealth: +8 See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | stralite amulet 'Shimmerwasp' stralite amulet 'Shimmerwasp'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +27 (+0 eff.) Armour: +65 Defense: +85 (+7 eff.) Fatigue: -17% Changes stats: +69 Str / +105 Dex / +21 Mag / +77 Wil / +65 Cun / +65 Con Changes resistances: +3% blight / +32% temporal / +6% lightning Changes resistances cap: +12% all Changes resistances penetration: +10% blight Changes damage: +27% physical Physical save: +170 (+6 eff.) Mental save: +299 (+12 eff.) Blindness immunity: +34% Poison immunity: +40% Disease immunity: +15% Confusion immunity: +42% Pinning immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +59% Life regen: +2.60 Stamina each turn: +2.60 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Mindpower: +22 (+1 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +9 Movement speed: +20% Combat speed: +30% Amulets can have magical properties. |
In main hand | Olanik the Nimbuspeal (55-82.5 power, 25 apr) Olanik the Nimbuspeal (55-82.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 55.0 - 82.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 168 bleeding, 131% reduced healing Damage (Melee): +8 lightning Burst (radius 1) on hit: +90 20% chance of physical repulsion / +4 fire Burst (radius 2) on crit: +4 fire Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+0 eff.) Armour: +15 Defense: +24 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 8 acid Damage when hit (Melee): 31 acid / 17 nature Changes resistances: +20% blight / +6% fire / +20% nature / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +21% lightning / +3% fire Talent granted: +3 Block Maximum life: +110.00 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! |
Around waist | rough leather belt 'Glitterjeer' rough leather belt 'Glitterjeer'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Damage when hit (Melee): 4 light / 16 lightning Changes stats: +3 Mag Changes resistances: +6% light / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +3% light Physical save: +17 (+1 eff.) Mana each turn: +0.17 Maximum mana: +24.00 Light radius: +2 A belt that goes around your waist. |
In off hand | insidious voratun steamsaw of rage (40-60 power, 25 apr) insidious voratun steamsaw of rage (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +86 Damage (Melee): +44 insidious poison Burst (radius 1) on hit: +90 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +9 Defense: +14 (+1 eff.) Fatigue: +12% Changes stats: +9 Str Changes damage: +10% physical Talent granted: +3 Block Stamina when hit: +0.80 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! |
Cloak | elven-silk cloak 'Natureedge' (228 def, 82 armour) elven-silk cloak 'Natureedge' (228 def, 82 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+1 eff.) Armour penetration: +18 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +82 Defense: +228 (+18 eff.) Fatigue: -7% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 nature / 8 temporal Changes stats: +112 Str / +52 Dex / +18 Mag / +69 Wil / +103 Cun / +112 Con Changes resistances: +20% acid / +20% lightning / +25% darkness / +47% fire / +20% blight / +20% cold / +19% nature / +30% light Changes resistances penetration: +13% arcane / +20% darkness Changes damage: +13% arcane / +25% darkness / +21% nature Critical mult.: +30.00% Stealth bonus: +39 Physical save: +468 (+15 eff.) Spell save: +348 (+15 eff.) Mental save: +206 (+9 eff.) Life regen: +3.00 Mana each turn: +0.24 Maximum life: +321.00 Maximum mana: +92.00 Spellpower: +18 (+1 eff.) Spell crit. chance: +9% Mental crit. chance: +16% Healing mod.: +30% Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Blazestinger' (150 def, 215 armour) voratun plate armour 'Blazestinger' (150 def, 215 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +23 (+0 eff.) Armour: +215 Defense: +150 (+12 eff.) Fatigue: +16% Effects on melee hit: * 47% chance to daze at end of turn Damage (Melee): 39 acid / 46 fire Damage when hit (Melee): 30 acid / 32 fire / 12 arcane / 16 lightning Changes stats: +65 Str / +21 Dex / +41 Mag / +69 Wil / +85 Cun / +25 Con Changes resistances: +73% acid / +30% temporal / +20% light / +20% darkness / +122% fire / +13% cold / +10% physical / +63% lightning Changes resistances penetration: +5% physical Changes damage: +18% lightning / +6% physical / +6% arcane Physical save: +57 (+2 eff.) Mental save: +243 (+10 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Maximum life: +69.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +10% Mindpower: +25 (+1 eff.) Mental crit. chance: +10% See invisible: +6 A suit of armour made of metal plates. |
Inventory
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
1733 alchemist agate 1733 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (8/8) Rod of Recall (8/8)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 47 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anada the Superhuman Sawbutcher level 168
2nd Summertide 122nd year of Ascendancy at 12:46 see stats
By Anada the Superhuman Sawbutcher level 9
74th Pyre 122nd year of Ascendancy at 20:52 see stats
By Anada the Superhuman Sawbutcher level 197
6th Dusk 122nd year of Ascendancy at 18:35 see stats
By Anada the Superhuman Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 12:33 see stats
By Anada the Superhuman Sawbutcher level 168
2nd Summertide 122nd year of Ascendancy at 12:45 see stats
By Anada the Superhuman Sawbutcher level 10
74th Pyre 122nd year of Ascendancy at 21:54 see stats
By Anada the Superhuman Sawbutcher level 20
78th Pyre 122nd year of Ascendancy at 11:05 see stats
By Anada the Superhuman Sawbutcher level 30
78th Pyre 122nd year of Ascendancy at 12:22 see stats
By Anada the Superhuman Sawbutcher level 40
78th Pyre 122nd year of Ascendancy at 15:49 see stats
By Anada the Superhuman Sawbutcher level 50
3rd Mirth 122nd year of Ascendancy at 12:37 see stats
By Anada the Superhuman Sawbutcher level 192
6th Dusk 122nd year of Ascendancy at 14:07 see stats
By Anada the Superhuman Sawbutcher level 13
75th Pyre 122nd year of Ascendancy at 13:42 see stats
By Anada the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:54 see stats
By Anada the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:54 see stats
By Anada the Superhuman Sawbutcher level 168
2nd Summertide 122nd year of Ascendancy at 12:46 see stats
By Anada the Superhuman Sawbutcher level 168
2nd Summertide 122nd year of Ascendancy at 12:46 see stats
By Anada the Superhuman Sawbutcher level 5
74th Pyre 122nd year of Ascendancy at 13:42 see stats
By Anada the Superhuman Sawbutcher level 14
77th Pyre 122nd year of Ascendancy at 14:41 see stats
By Anada the Superhuman Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 12:33 see stats
By Anada the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Godmode is disabled in wilderness!
There is a Hidden compound here (press '' or right click to use).
Godmode is disabled in wilderness!
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:06.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Anada deactivates Furnace.
Anada deactivates Grinding Shield.
Anada deactivates Mow Down.
Anada deactivates Daunting Presence.
Anada deactivates Overheat Saws.
Anada deactivates Elemental Harmony.
Anada deactivates Tempest of Metal.
Anada deactivates Melting Point.
Anada deactivates Exploit Weakness.
Anada deactivates Shock Hands.
Anada deactivates Goresplosion.
Anada deactivates Inner Power.
Anada deactivates Fiery Hands.