


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Recaiden's Undead Racepack - fork 1.7.0This is a compilation of my undead race addons: Edits by Shadowing: removed restriction for dreadlord Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Everyone Options 1.4.5Starts characters off with category points instead of categories known. 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. White Monk No Way of The Spirit Active Block 1.7.6Adds the White Monk, a warrior subclass. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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.
Allow Respec Anywhere 1.2.3Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Inferno Race Pack 1.7.0Adds a collection of my races. 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: 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:
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. Items Vault 1.7.6Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Engineered |
| Class | Sawbutcher |
| Level / Exp | 18 / 70% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 88 (base 46) |
| Dexterity | 41 (base 13) |
| Constitution | 52 (base 13) |
| Magic | 51 (base 32) |
| Willpower | 38 (base 14) |
| Cunning | 38 (base 14) |
Resources
| Life | 1335/1335 |
| Paradox | 388 |
| Steam | 106/111 |
| Healing Factor | 1.289329218765 |
| Regeneration | 1.7317019489334 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36.804258065936% |
| Spell | 0% |
| Global | +132.66378757002% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 17.201116321116 |
| See Invisible | 17.201116321116 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Arcane | +33% |
| Mind | +32% |
| All | +21% |
| Darkness | +25% |
| Light | +30% |
| Physical | +24% |
| Fire | +34% |
| Nature | +30% |
Offense: Damage Penetration
| Physical | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 79.613558575365 (100%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 47 |
| Physical Save | 34 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 20%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 36%( 70%) |
| Lightning | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 10% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/61 |
| 0/44 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Omnipotence | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/6 |
| Chronomancy / Fate Weaving | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Weapon Folding |
| talent | Contingency |
| talent | Grinding Shield |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Proceed directly to the next Infinite Dungeon level in less than 422 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (422)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats Str +5, Dex +4 offense ------ Steampower +3 (+2 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +1 Rocket Boots These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (57 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (100 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Scumtrial2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Str +1, Cun +3, Con +1 offense ------ Damage +9% nature defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
| On hands | Chamukan (0 def, 7 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats Dex +4 offense ------ Physical Power +5 (+1 eff.) On-Hit 6 darkness Damage +4% darkness defense ------ Armor +7 Fatigue +1% Resistance +6% darkness, +1% physical Unlife -20.00 life Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Mag, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +6 item darkness numbing On Hit: 20% Moonlight Ray level 1 On Hit: * 6% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Anuzilabers the Shadepeal (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Wil +1, Cun +2 offense ------ Mind Crit +2% defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Shiverwyrd0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Con +2 offense ------ Damage +12% arcane, +11% mind When Hit 4 cold defense ------ Resistance +9% blight, +12% arcane +11% mind Spell save +10 (+5 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| On fingers | Flashzephyr0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Dex +1, Wil +3 offense ------ Ignore Armor +2 When Hit 2 arcane defense ------ Defense +5 (+2 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life Rings make your fingers look great! |
| Around neck | Noonwoe the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Wil +1, Con +3 offense ------ Damage +9% light defense ------ Resistance +3% acid Crit Resistance 5.00% Amulets make your neck look great! |
| In main hand | Rootnull (19-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 19.0 - 28.5 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +49 On-hit +6 nature Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +3% acid, +9% fire, +5% arcane +3% cold Spell save +3 (+2 eff.) other ------- 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 | Chodig1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +1% Critical power +10.00% Physical Power +3 (+1 eff.) defense ------ Spell save +5 (+3 eff.) Mind save +3 (+2 eff.) other ------- Psi when Hit +0.12 Size +1 A belt that goes around your waist. |
| In off hand | hateful dwarven-steel steamsaw of resistance (19-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Psionic/Steamtech Weapon Damage 19.0 - 28.5 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-hit +7 darkness Damage Against +8% Living Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +7% acid, +5% fire, +5% lightning +7% cold other ------- 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 | Belogarig the linen cloak (11 def, 12 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% acid defense ------ Armor +12 Defense +11 (+4 eff.) Resistance +10% cold Confus Resist +10% Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour (2 def, 15 armour) 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +15 Hardiness +20% Defense +2 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
Inventory
shielding rune of the duelist (absorb 253; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 4 turns. Its effects scale with your Dexterity 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 376; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 376 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. |
teleportation rune (range 28; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Armour Reinforcement0.1 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Steamsaw0.1 Encumbrance 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. |
Zubulrana the Hellswolf (20-30 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Psionic Weapon Damage 20.0 - 30.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats Con +2 offense ------ Ignore resists +20% mind, +15% fire defense ------ Crit Resistance 15.00% Massive two-handed battleaxes. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats Dex +7 offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
steel greatsword of the mystic (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 23.5 - 37.6 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Mag +2, Wil +5 offense ------ Spellpower +10 (+5 eff.) Massive two-handed swords. |
Flowersweep the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 fire On-Hit, radius 1 +8 fire While equipped: offense ------ Damage +14% fire Ignore resists +5% nature On-Hit (Ranged): * 20% chance to slow global speed by 46% defense ------ Defense +5 (+2 eff.) Crit Resistance 5.00% Disarm Resist +20% Longbows are used to shoot arrows at your foes. |
Splendourenvy (19-27 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% mind defense ------ Resistance +6% light, +9% temporal Blunt and deadly. |
Dawnrend (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% darkness, +15% cold +3% light, +3% mind Ignore resists +5% light defense ------ Resistance +6% mind other ------- Mana/turn +0.14 Max mana +34.00 Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of warding (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 1H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% lightning defense ------ Armor +5 Defense +5 (+2 eff.) other ------- Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pinwheel (13-20 power, 10 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +7% other ------- Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
hardened leather gloves 'Blastbane' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) On-Hit 5 mind Damage +4% mind Ignore Armor +1 defense ------ Armor +2 Resistance +6% mind, +6% lightning Physical save +6 (+3 eff.) other ------- Stamina/turn +2.00 See Invisibility +9 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Mag, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 mind On Hit: 20% Psychic Lobotomy level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
linen wizard hat 'Toxingrinder' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold When Hit 2 nature On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 * 10% chance to slow global speed by 46% * 10% chance to reduce all saves and defense by 20 defense ------ Defense +1 (+1 eff.) Resistance +16% cold, +9% nature, +3% mind A pointy cloth hat, very wizardly... |
rough leather armour 'Tideslicer' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats Con +1 offense ------ Critical power +15.00% Damage +3% physical Ignore resists +5% physical When Hit 2 cold defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% fire Cut Resist +20% A suit of armour made of leather. |
rough leather armour of the deep (3 def, 4 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid, +5% cold other ------- Breathe water A suit of armour made of leather. |
Darkfoe (0 def, 4 armour, 11-13 power, 42 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Psionic When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +4 darkness +11 item acid corrode On-crit, radius 2 +4 darkness On Hit: * 11% chance to reduce armor by 29% While equipped: offense ------ On-Hit 6 acid Damage +9% darkness, +6% temporal When Hit 4 acid On-Hit (Melee): * 6% chance to reduce all saves and defense by 20 When Hit: * 12% chance to reduce all saves and defense by 20 defense ------ Armor +4 Fatigue +8% Resistance +10% nature, +10% blight other ------- Talents +1 Block Handheld deflection devices. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 101% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
potent pain suppressor salve [power 139] potent pain suppressor salve [power 139]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -139 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 124] simple healing salve [power 124]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 124 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Wil +5 offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 4 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Rip the Engineered Sawbutcher level 9
2nd Mirth 122nd year of Ascendancy at 08:44 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Rip the Engineered Sawbutcher level 8
1st Mirth 122nd year of Ascendancy at 13:14 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Rip the Engineered Sawbutcher level 15
8th Mirth 122nd year of Ascendancy at 04:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rip the Engineered Sawbutcher level 10
2nd Mirth 122nd year of Ascendancy at 14:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rip the Engineered Sawbutcher level 16
9th Mirth 122nd year of Ascendancy at 17:41 see stats
Log
Talent Time Shield is ready to use.
Rip receives 5 healing from Temporal Restoration Field.
Rip receives 5 healing from Temporal Restoration Field.
The fabric of time around Rip returns to normal.
You pickup 0.95 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.50 gold pieces.
There is a ladder to the next level here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
Rip deactivates Furnace.
Rip activates Furnace.
Rip deactivates Tempest of Metal.
Rip activates Tempest of Metal.
Rip deactivates Overheat Saws.
Rip activates Overheat Saws.
Rip deactivates Grinding Shield.
Rip activates Grinding Shield.
Rip deactivates Weapon Folding.
Rip activates Weapon Folding.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Contingency
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.

























































































































