














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0Official 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:
Select your Escorts 1.7.0Allows 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 1.7.0Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Sawbutcher |
| Level / Exp | 25 / 49% |
| Size | small |
| Lifes / Deaths | Killed by Emokira the bee swarm at level 10 on the 4th Flare 122nd year of Ascendancy at 07:50 0 / 7Killed by Polyba the giant black ant at level 23 on the 14th Haze 122nd year of Ascendancy at 03:58 Killed by Eilinovena the midge swarm at level 24 on the 29th Haze 122nd year of Ascendancy at 10:09 Killed by Eilinovena the midge swarm at level 24 on the 29th Haze 122nd year of Ascendancy at 11:29 Killed by shadowblade at level 24 on the 50th Haze 122nd year of Ascendancy at 02:44 Killed by Eilinovena the midge swarm at level 25 on the 39th Regrowth 123rd year of Ascendancy at 00:20 Killed by LittleSaw at level 25 on the 39th Regrowth 123rd year of Ascendancy at 00:30 |
Primary Stats
| Strength | 54 (base 46) |
| Dexterity | 42 (base 37) |
| Constitution | 21 (base 11) |
| Magic | 19 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 44 (base 30) |
Resources
| Life | 684/684 |
| Steam | 100/100 |
| Healing Factor | 1.295228724432 |
| Regeneration | 9.8404681644367 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 43 |
| Crit Chance | 35% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 43 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +11% |
| Physical | +5% |
| Cold | +9% |
| All | 0% |
| Darkness | +10% |
| Light | +28% |
| Mind | +15% |
| Nature | +18% |
Offense: Damage Penetration
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51 (68.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 11.923805221685 |
| Physical Save | 34 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 35%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 51%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Disarm Resistance | 24% |
| Confusion Resistance | 55% |
| Silence Resistance | 20% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.79 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | pair of iron boots of disengagement (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% ---------- misc Talents +3 Rocket Boots Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 81% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Radiancehack the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +3% nature +3% light Melee Ret 6 light ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Anyderin the Quenchire (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight Melee Ret 6 cold ----- def ----- Defense +1 (+0 eff.) Resists +11% blight +9% cold +3% darkness +3% temporal Mind.save +3 (+2 eff.) Max.HP +40.00 HP.reg +4.00 ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +7 Fatigue +3% ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew totem of healing 'Iviwyn' [power 284] (6/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +9% lightning +9% darkness ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +27.00 Disarm- +24% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | gladiator's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Mag +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 15 light Ranged+ 28 light Dmg.mod +13% light Rings make your fingers look great! |
| Around neck | steel amulet 'Bindur'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% lightning +7% physical +12% cold +9% blight Phys.save +12 (+6 eff.) Die.at -80.00 life ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | stralite steamsaw of crippling (34-50 power, 12 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +16.0% Atk.spd 100% Block +66 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +5 Defense +8 (+2 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! |
| Around waist | rough leather belt 'Haneharastir'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +5 Resists +6% acid Die.at -20.00 life Max.HP +80.00 Heal.mod +15% Create a temporary shield that absorbs 176 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | elemental dwarven-steel steamsaw of the stars (24-35 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +49 On Hit: * Create an explosion dealing 27 acid damage (1/turn) Uses 1.0 Steam When used to Attack: Melee+ +12 light +15 darkness While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +18% acid +12% light +10% darkness Res.pen +10% acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% light +14% darkness ---------- 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! |
| Cloak | Shiveroblivion (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +4 Wil dps ---------- Melee Ret 4 cold ----- def ----- Defense +1 (+0 eff.) Resists +24% lightning +6% cold Crit.dmg- 10.00% Max.HP +33.00 Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 27 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison 30 physical ----- def ----- Armour +27 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant of the sneak (efficiency 120% / cooldown 61%)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 120% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 120% / cooldown 51%)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 120% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 597%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 597% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 41; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 41 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 314; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 314 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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: Second Skin0.1 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. |
stabilizing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Heal.mod +10% Cut- +40% Pinning- +21% Knockbk- +24% Heal: Puts all charms on 35 cooldown Level 3.0 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 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Polima the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +5% arcane +6% nature Phys.save +26 (+10 eff.) Spell.save +13 (+7 eff.) Mind.save +8 (+4 eff.) Silence- +20% Stun/Frz- +20% Rings make your fingers look great! |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 28 light Ranged+ 20 light Dmg.mod +16% light Rings make your fingers look great! |
enhanced iron greatsword (15-24 power, 1 apr) =all stat=3.0 T1 greatsword 2H weapon [Ego+] Nature Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +6 Cun +5 Con Massive two-handed swords. |
steel steamsaw 'Eilinorama' (15-22 power, 1 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Block +22 Melee+ +6 nature +4 physical On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Phys.crit +6.0% Res.pen +10% acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc 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! |
Flamenaught the dwarven-steel steamsaw (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +9 nature +12 fire Uses 1.0 Steam While equipped: Stats +5 Cun +2 Wil dps ---------- Res.pen +25% acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +9% fire ---------- 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! |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.50 to 43.50 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Yvitha the Woeterror (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 0 physical ----- def ----- Armour +12 Fatigue +22% Resists +3% acid +5% arcane Phys.save +3 (+1 eff.) Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of metal plates. |
Islalrathra the Hazerot (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% cold Melee Ret 4 cold ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning +6% physical +5% arcane +3% cold Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of command (5 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +15 Defense +5 (+1 eff.) Fatigue +22% Resists +16% blight +18% darkness Mind.save +13 (+7 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Freezequick (10 def, 0 armour) =4 con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning +6% cold +6% darkness Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrevalor (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +12 Dex dps ---------- Dmg.mod +3% light ----- def ----- Defense +10 (+3 eff.) Resists +0% lightning Phys.save +8 (+4 eff.) Stun/Frz- +0% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glana (0 def, 1 armour) =4 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Mag +1 Wil +2 Cun ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +2 A pair of boots made of leather. |
Xanurin (0 def, 1 armour) =3 dex 3 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Lck +3 Con ----- def ----- Armour +1 Resists +6% acid +5% arcane +3% darkness +3% lightning Spell.save +6 (+3 eff.) Stealth +7 A pair of boots made of leather. |
Cutholdir the Brightlord (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% darkness +6% fire +6% cold Die.at -40.00 life HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Belyrissra' (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% mind +5% physical ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +2% physical Phys.save +3 (+1 eff.) Unarmed combat: Power 14.0 - 19.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Glywen the Kilnscar (15 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical +3% fire ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +1% Resists +6% cold Die.at -20.00 life ---------- misc Breathe water A hat made of leather. Very stylish. |
iron helm 'Splendourstake' (0 def, 3 armour) =3 con=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% acid +3% light On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +3% light ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
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. |
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. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
467 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. |
Layugama the Blazewreck =4 con=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Con +3 Mag dps ---------- Dmg.mod +9% light ----- def ----- Crit.dmg- 10.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Malysarin =3 dex=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Crit.dmg- 5.00% Max.HP +41.00 ---------- misc Light +4 See.Invis +9 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel 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! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Emelythra (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Acc +4 (+2 eff.) Melee Ret 2 mind ---------- misc Psi/ret +0.12 Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 280/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of gale force [power 100] (6/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Xynn' [power 110] (6/15 cooldown) =4 con=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +3% Acc +5 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +5 (+1 eff.) Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 116 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Earthsnake the elm totem of summon tentacle [power 105] (6/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.16 Max.hate +2.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 218 Base Damage: 112 Armor: 0 All Resist: 5 Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 164] (6/21 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (6/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of clairvoyance [power 9] (6/15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By LittleSaw the Yeek Sawbutcher level 13
20th Dusk 122nd year of Ascendancy at 00:59 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By LittleSaw the Yeek Sawbutcher level 23
19th Haze 122nd year of Ascendancy at 18:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By LittleSaw the Yeek Sawbutcher level 10
3rd Flare 122nd year of Ascendancy at 06:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By LittleSaw the Yeek Sawbutcher level 20
61st Dusk 122nd year of Ascendancy at 12:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By LittleSaw the Yeek Sawbutcher level 13
12nd Dusk 122nd year of Ascendancy at 07:08 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By LittleSaw the Yeek Sawbutcher level 24
1st Decay 122nd year of Ascendancy at 22:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By LittleSaw the Yeek Sawbutcher level 13
10th Dusk 122nd year of Ascendancy at 02:20 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By LittleSaw the Yeek Sawbutcher level 24
1st Decay 122nd year of Ascendancy at 12:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By LittleSaw the Yeek Sawbutcher level 17
46th Dusk 122nd year of Ascendancy at 11:55 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By LittleSaw the Yeek Sawbutcher level 25
39th Regrowth 123rd year of Ascendancy at 00:30 see stats
Log
Talent Bloodstream is ready to use.
Bleeding from Eilinovena the midge swarm hits LittleSaw for 107 physical damage.
Deadly Poison from Eilinovena the midge swarm hits LittleSaw for 49 nature damage.
Burning from Eilinovena the midge swarm hits LittleSaw for 68 fire damage.
Poison from LittleSaw hits Eilinovena the midge swarm for 0 nature damage.
Eilinovena the midge swarm uses Furnace Vent.
Eilinovena the midge swarm hits LittleSaw for 26 fire damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Eilinovena the midge swarm activates Stealth.
Poison bursts out of LittleSaw's corpse!
LittleSaw speeds up.
Talent Create Tinker is ready to use.
Burning from Eilinovena the midge swarm hits LittleSaw for 68 fire damage.
LittleSaw the level 25 yeek sawbutcher was flamed to death by Eilinovena the midge swarm on level 1 of Old Forest.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Eilinovena the midge swarm killed LittleSaw!
Saving game...
Saving done.
Talent Grinding Shield is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!



































































































