




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This 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 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official 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 | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 43 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 24 (base 24) |
Dexterity | 31 (base 31) |
Constitution | 27 (base 23) |
Magic | 66 (base 60) |
Willpower | 10 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 859/859 |
Hate | 100/100 |
Stamina | 239/239 |
Vim | 198/198 |
Healing Factor | 0.63869453384822 |
Regeneration | 0.63869453384822 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 12 |
See Invisible | 30 |
Offense: Mainhand
Damage | 34 |
Accuracy | 71 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.25 |
Offense: Offhand
Damage | 35 |
Accuracy | 71 |
Crit Chance | 20% |
APR | 11 |
Speed | 1.25 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 13% |
Speed | 1.25 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | -15% |
Acid | -45% |
Nature | -54% |
Temporal | -51% |
Blight | +7% |
Cold | -45% |
Mind | -47% |
All | -60% |
Offense: Damage Penetration
Blight | +30% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 41 |
Mental Save | 23 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | + 55%(100%) |
Cold | + 65%(100%) |
All | + 50%(100%) |
Darkness | + 77%(100%) |
Light | + 55%(100%) |
Mind | + 57%(100%) |
Fire | + 25%(100%) |
Nature | + 53%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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 118% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +13% blight ----- def ----- Resists +13% blight Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mov.spd +17% Dmg.mod +9% temporal +15% cold +13% mind +6% nature Res.pen +10% blight Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+5 eff.) Resists +30% cold +13% mind +6% nature Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +13% blight ----- def ----- Resists +13% blight Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 38% * 20 arcane resource burn ----- def ----- Resists +9% darkness +9% light +5% arcane Phys.save +9 (+4 eff.) A belt that goes around your waist. |
Main armor | ![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% darkness +15% blight Res.pen +20% blight +20% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Resists +18% blight +5% arcane +45% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 1.6 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.62 acid and 14.82 blight damage. If not cleared after five turns it will inflict 84.13 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 35% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
In main hand | ![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 114 damage Sharp, long, and deadly. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% darkness Acc +4 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Phys.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +10 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+7 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con +5 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Max.HP +52.00 Disarm- +25% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 3 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +12% Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Apr +3 ---------- misc Light +2 Infravis +2 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Con +8 Wil dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +8% physical ----- def ----- Max.HP +40.00 Disarm- +11% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +18% physical Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Defense +20 (+10 eff.) Disarm- +43% ---------- misc Stam/turn +2.00 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 123.09 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +25% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +7 Mag +3 Wil +5 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Psionic Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Str +6 Dex +8 Mag +3 Wil +6 Cun +9 Con Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +9% all Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Master While equipped: Stats +10 Str +2 Dex +3 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +15% all Phys.save +26 (+11 eff.) ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +15% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +5% arcane Max.HP +141.00 HP.reg +13.00 Heal.mod +28% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +9% lightning +6% cold +10% light +10% darkness Spell.save +3 (+1 eff.) Teleport- +20% A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +8 (+4 eff.) A belt that goes around your waist. |
![]() 0.0 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! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 21] amazing fiery salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 215] powerful healing salve [power 215]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Heal 215 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 256] great healing salve [power 256]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Heal 256 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 186] powerful pain suppressor salve [power 186]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Let you fight up to -186 life and reduces all damage by 15% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 223] great pain suppressor salve [power 223]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Let you fight up to -223 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great water salve [power 18] great water salve [power 18]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 75% cooldown modifier. Remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex ----- def ----- Resists +6% lightning +3% fire Crit.chn- 15.00% Phys.save +9 (+4 eff.) Knockbk- +10% Blast the opponent's mind dealing 80 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Res.pen +10% cold ----- def ----- Resists +9% cold Crit.chn- 15.00% Sting an enemy dealing 189 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 blight +4 darkness +4 arcane +3 acid Talents +1 Ward Create a shield absorbing up to 260 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. |
Achievements
Log
Today is the 73rd Pyre of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Track is ready to use.
Tentacular uses Track.
You gain 0.48 gold from the melting of enlightening drakeskin leather armour of cold resistance (20 def, 8 armour).
You gain 0.55 gold from the melting of timebroken elven-silk robe of power (0 def, 0 armour).
You gain 0.81 gold from the melting of ancient cashmere robe of Angolwen (0 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 0.62 gold from the melting of windwalling voratun shield of shrapnel (0 def, 10 armour, 196.5 block).
You collect a new ingredient: lump of voratun (1).
You gain 0.27 gold from the melting of flaming pouch of voratun shots of annihilation (22/22, 61-73 power, 13 apr).
You gain 0.27 gold from the melting of ranger's drakeskin leather sling of cold.
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 0.36 gold from the melting of wrathful living mindstar of clarity (18-19 power, 40 apr, nature damage).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 0.29 gold from the melting of nature's living mindstar of balance (16-17 power, 40 apr, nature damage).
You gain 0.75 gold from the melting of void walker's elven-wood starstaff of might (25-30 power, 5 apr, physical element).
Character control switched to worm that walks (servant of Tentacular).
Worm that walks (servant of Tentacular) wears (replacing Fireravage (9 def, 6 armour)): elven-silk robe 'Magmawinnow' (0 def, 0 armour).
Character control switched to Tentacular.
Character control switched to worm that walks (servant of Tentacular).
Saving game...
Saving done.
Resting starts...
Tentacular uses Track.
Rested for 12 turns (stop reason: all resources and life at maximum).