











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archmage (Technomancer) |
| Level / Exp | 29 / 55% |
| Size | small |
| Lifes / Deaths | Killed by red jelly at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:56 0 / 7Killed by Zubewe the large brown snake at level 18 on the 37th Dusk 122nd year of Ascendancy at 18:43 Killed by Grand Corruptor at level 29 on the 36th Regrowth 123rd year of Ascendancy at 13:28 Killed by elven tempest at level 29 on the 36th Regrowth 123rd year of Ascendancy at 15:59 Killed by Grand Corruptor at level 29 on the 36th Regrowth 123rd year of Ascendancy at 18:16 Killed by Grand Corruptor at level 29 on the 36th Regrowth 123rd year of Ascendancy at 20:22 Killed by Techno Yeek at level 29 on the 36th Regrowth 123rd year of Ascendancy at 20:31 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 72 (base 60) |
| Willpower | 55 (base 39) |
| Cunning | 35 (base 27) |
Resources
| Life | 327/327 |
| Mana | 623/623 |
| Steam | 100/100 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666666% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 16 |
| See Invisible | 36 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 3 |
| Crit Chance | 14% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Temporal | +9% |
| Lightning | +6% |
| Arcane | +53% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +35% |
| Lightning | +10% |
| Arcane | +10% |
| Cold | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 24%( 74%) |
| Nature | + 17%( 74%) |
| Temporal | + 14%( 74%) |
| Cold | + 37%( 74%) |
| Lightning | + 14%( 74%) |
| Fire | + 31%( 74%) |
| All | + 9%( 74%) |
Defense: Immunities
| Silence Resistance | 70% |
| Bleed Resistance | 20% |
| Confusion Resistance | 95% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (50 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 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 Cunning stat. |
Class Talents
| Spell / Occult technomancy | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.40 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Wrathroot. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have been tasked to remove at least 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Cloudpython the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Dmg.mod +3% acid Res.pen +10% lightning +5% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +6% temporal A pair of boots made of leather. |
| Light source | brass lantern 'Falychak'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +4 Resists +3% nature Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.psi +40.00 Light +3 See.Stealth +6 See.Invis +7 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 | Ivariawyn the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid Crit.chn- 10.00% Spell.save +3 (+2 eff.) Mind.save +9 (+3 eff.) Poison- +10% Confus- +10% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A pointy cloth hat, very wizardly... |
| Tool | elm wand of lightning storm 'Glaciergash' [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% cold Melee Ret 2 physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks 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 | Branaromigorn0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +4 Wil +5 Con ----- def ----- Phys.save +4 (+2 eff.) ---------- misc See.Invis +6 Rings make your fingers look great! |
| On fingers | mule's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +20% ---------- misc Max.enc +21 Mana/turn +0.11 Rings make your fingers look great! |
| Around waist | Flashsquall 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% mind +10% cold ----- def ----- Defense +6 (+6 eff.) Resists +6% lightning +6% fire +18% cold Proj.slow +15% A belt that goes around your waist. |
| In main hand | Bilewhisper (40-48 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +38 (+8 eff.) Melee+ 20 fire Dmg.mod +40% arcane +6% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +6% nature ---------- misc Max.mana +67.00 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Bokoromirin the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Armour +2 Die.at -80.00 life Max.HP +100.00 Cut- +20% ---------- misc Talents +2 Fatal Attractor Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +7% arcane +9% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +35.00 Talents +1 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Hatharomikor the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Phys.pwr +15 (+7 eff.) Apr +1 ----- def ----- Armour +6 Defense +1 (+1 eff.) Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Stokesmash0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +5 Defense +6 (+6 eff.) Resists +18% fire +13% cold Res.Cap +4% all Phys.save +15 (+8 eff.) ---------- misc Masteries +0.10 Spell/Conveyance Amulets make your neck look great! |
Inventory
heroism infusion of the wizard (die at -657; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -657 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 657 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 607; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 305; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 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: Spike Attachment0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
arcing dwarven-steel longsword of erosion (23-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Nature Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage Sharp, long, and deadly. |
blazebringer's dwarven-steel steamgun of tinkering (+4)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +26 fire Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +5 (+3 eff.) All.spd +4% Res.pen +13% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's dwarven-steel steamgun of tinkering (+4)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +14 (+7 eff.) Dmg.mod +14% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swashbuckler's steel steamsaw of temporal resistance (+10%) (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego+] Nature/Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex dps ---------- Acc +7 (+7 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +10% temporal ---------- 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! |
arcing dwarven-steel waraxe (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage One-handed war axes. |
elemental dwarven-steel waraxe of daylight (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 light Against +13% Undead On Hit: * Create an explosion dealing 119 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +6% fire Res.pen +7% fire One-handed war axes. |
inquisitor's dwarven-steel waraxe (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Disrupt Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
truestriking steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+9 eff.) Apr +7 One-handed war axes. |
shadow cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+2 eff.) Resists +12% darkness Phys.save +6 (+3 eff.) Mind.save +8 (+2 eff.) Stealth +5 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Chulamahor' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +3% nature +6% cold +3% light +7% all Crit.chn- 5.00% Knockbk- +20% ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +7% blight +9% all Mind.save +15 (+5 eff.) Max.HP +46.00 HP.reg +2.50 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchgasher (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +10% physical Acc +5 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +1% physical Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Turatir (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +6% cold HP.reg +4.00 Heal.mod +20% ---------- misc Breathe water A cap made of leather. |
insulating hardened leather cap of strength (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +8% cold A cap made of leather. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+10 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. |
cleansing hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +13% blight +14% nature +18% lightning A suit of armour made of leather. |
7 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. |
147 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. |
3 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. |
4 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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
16 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +7 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. |
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 (+3 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 9 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. |
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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
high-capacity pouch of dwarven-steel shots of wind (49/49, 30-36 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 49 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 78 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
quick yew totem of healing [power 218] (11 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
13 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. |
12 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. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Techno Yeek the Yeek Archmage level 29
36th Regrowth 123rd year of Ascendancy at 17:25 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Techno Yeek the Yeek Archmage level 26
9th Decay 122nd year of Ascendancy at 20:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Techno Yeek the Yeek Archmage level 22
10th Haze 122nd year of Ascendancy at 19:28 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Techno Yeek the Yeek Archmage level 28
6th Allure 123rd year of Ascendancy at 13:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Techno Yeek the Yeek Archmage level 10
2nd Summertide 122nd year of Ascendancy at 12:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Techno Yeek the Yeek Archmage level 20
40th Dusk 122nd year of Ascendancy at 12:30 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Techno Yeek the Yeek Archmage level 21
66th Dusk 122nd year of Ascendancy at 14:55 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Techno Yeek the Yeek Archmage level 26
77th Haze 122nd year of Ascendancy at 23:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Techno Yeek the Yeek Archmage level 12
1st Flare 122nd year of Ascendancy at 08:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Techno Yeek the Yeek Archmage level 16
15th Dusk 122nd year of Ascendancy at 09:07 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Techno Yeek the Yeek Archmage level 29
36th Regrowth 123rd year of Ascendancy at 04:43 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Techno Yeek the Yeek Archmage level 19
38th Dusk 122nd year of Ascendancy at 09:24 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Techno Yeek the Yeek Archmage level 29
36th Regrowth 123rd year of Ascendancy at 20:31 see stats
Log
Grand Corruptor hits Techno Yeek for (22 to time), (211 ignored), 0 blight (0 total damage).
Grand Corruptor casts Blood Boil.
Techno Yeek is free from the weakness disease.
Techno Yeek is afflicted by a weakness disease!
Techno Yeek slows down.
Techno Yeek receives 78 healing from Temporal Restoration Field.
Grand Corruptor hits Techno Yeek for 254 blight damage.
Grand Corruptor receives 75 healing.
Rotting Disease from Grand Corruptor hits Techno Yeek for 45 blight damage.
Weakness Disease from Grand Corruptor hits Techno Yeek for 61 blight damage.
Grand Corruptor returns to normal.
Grand Corruptor casts Soul Rot.
Techno Yeek receives 78 healing from Temporal Restoration Field.
Rotting Disease from Grand Corruptor hits Techno Yeek for 45 blight damage.
Weakness Disease from Grand Corruptor hits Techno Yeek for 61 blight damage.
Grand Corruptor casts Blood Grasp.
Techno Yeek receives 78 healing from Temporal Restoration Field.
Weakness Disease from Grand Corruptor hits Techno Yeek for 50 blight damage.
Techno Yeek the level 29 yeek archmage was tainted to death by Grand Corruptor on level 1 of Zigur.
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.
Weakness Disease from Grand Corruptor killed Techno Yeek!
Saving game...
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!



















































































































