


















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:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Sawbutcher |
Level / Exp | 22 / 38% |
Size | medium |
Lifes / Deaths | Killed by Emyldata the slumbering warg at level 10 on the 5th Profit 122nd year of Ascendancy at 13:32 0 / 6Killed by Xanawyn the rattlesnake at level 10 on the 23rd Profit 122nd year of Ascendancy at 08:53 Killed by Xanawyn the rattlesnake at level 10 on the 23rd Profit 122nd year of Ascendancy at 10:42 Killed by Eilinilratha the dozing honey tree at level 16 on the 35th Profit 122nd year of Ascendancy at 21:35 Killed by Glorimiba the cutpurse at level 18 on the 17th Wealth 122nd year of Ascendancy at 12:34 Killed by Elinne the Guardian at level 22 on the 35th Dearth 122nd year of Ascendancy at 15:20 |
Primary Stats
Strength | 52 (base 38) |
Dexterity | 28 (base 27) |
Constitution | 27 (base 11) |
Magic | 8 (base 10) |
Willpower | 22 (base 10) |
Cunning | 46 (base 39) |
Resources
Life | -705/738 |
Steam | 59/100 |
Healing Factor | 1.3391187910581 |
Regeneration | 7.495684276809 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 75 |
Accuracy | 63 |
Crit Chance | 31% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 63 |
Crit Chance | 31% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +5% |
Physical | +15% |
Cold | +10% |
All | 0% |
Lightning | +12% |
Light | +12% |
Mind | +15% |
Darkness | +5% |
Fire | 0% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +12% |
Physical | +19% |
All | +7% |
Defense: Base
Armour (hardiness) | 39 (80%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 17 |
Physical Save | 55 |
Spell Save | 32 |
Mental Save | 38 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 32%( 70%) |
All | + 15%( 70%) |
Lightning | + 23%( 70%) |
Physical | + 29%( 70%) |
Fire | + 34%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 92% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 52%. |
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 132% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Phys.save +17 (+5 eff.) Mind.save +11 (+4 eff.) Die.at -20.00 life Max.HP +60.00 Knockbk- +20% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +25 (+8 eff.) Phys.save +6 (+2 eff.) Die.at -20.00 life Heal.mod +10% ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +10% cold On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% acid +15% cold Phys.save +12 (+4 eff.) Die.at -60.00 life ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 lightning 6 acid Dmg.mod +6% lightning +3% physical +6% acid Melee Ret 4 physical ----- def ----- Armour +2 Resists +6% lightning +5% acid Disarm- +60% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 2 fire ----- def ----- Resists +9% fire ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% physical Acc +6 (+1 eff.) ----- def ----- Resists +12% physical Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 6 light 5 darkness Dmg.mod +12% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 19% * 7% chance to blind ----- def ----- Resists +9% fire Phys.save +9 (+3 eff.) HP.reg +2.00 Heal.mod +5% Poison- +20% ---------- misc Light +1 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +21 Phasing +20% Melee+ +6 blight +4 lightning On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% lightning Res.pen +7% all +7% physical Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Spell.save +3 (+2 eff.) Disease- +10% Disarm- +10% ---------- misc Mana/turn +0.04 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! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% ----- def ----- Resists +6% acid +6% blight Phys.save +3 (+1 eff.) Die.at -80.00 life A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +21 Melee+ +4 nature On Hit: * 20% chance to slow global speed by 49% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Res.pen +5% lightning +5% physical Acc +12 (+3 eff.) Apr +5 Melee Ret 2 lightning ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +6% Resists +3% lightning Disarm- +22% ---------- 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! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% cold +1% physical +5% nature +5% arcane Die.at -20.00 life Max.HP +30.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +18 Hardiness +50% Defense +10 (+3 eff.) Fatigue +3% Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 85.91 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +11% nature +12% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Master Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +34% Massive two-handed battleaxes. |
![]() 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature +8 light On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: dps ---------- Dmg.mod +21% fire +6% light +6% mind Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Resists +6% light +6% lightning HP.reg +4.00 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +5% all Acc +13 (+3 eff.) Apr +18 Sharp, long, and deadly. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% acid +12% fire Res.pen +25% fire +10% nature +15% light ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +15.00% Spell.pwr +14 (+5 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 9.0 - 13.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +8 darkness +4 lightning On Hit.r1 +16 mind +5 fire Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- 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! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Crit.mult +5.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +9% acid +3% blight Crit.chn- 5.00% Cut- +20% ---------- misc Vim/s.crit +1.00 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! |
![]() 3.0 T3 waraxe 1H weapon [Rare] 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+ +8 blight On Hit.r1 +9 fire On Crit.r2 +12 acid While equipped: Stats +2 Dex +4 Wil +5 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 12% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Spell.save +5 (+3 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Wil +1 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% fire +6% nature +6% cold A belt that goes around your waist. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Dex +2 Con ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness HP.reg +5.00 Heal.mod +14% ---------- misc Light +2 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +3 Con dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +1 Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +10 (+4 eff.) ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +2% Resists +1% physical ---------- misc Stam/turn +0.30 Mana/s.crit +1.00 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight +9% mind Res.pen +15% mind ----- def ----- Armour +1 Resists +6% blight ---------- misc Psi/ret +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun dps ---------- Acc +11 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Die.at -20.00 life ---------- misc Equi/ret +0.12 Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +4% Dmg.mod +3% light Res.pen +15% light Melee Ret 8 light ----- def ----- Armour +3 Fatigue +3% Resists +11% cold Phys.save +15 (+5 eff.) ---------- misc Light +1 Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Wil dps ---------- Dmg.mod +9% fire Melee Ret 6 fire ----- def ----- Defense +2 (+0 eff.) Resists +15% fire Phys.save +8 (+3 eff.) ---------- misc Max.hate +4.00 Max.psi +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +11% lightning Melee Ret 6 cold ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Die.at -40.00 life A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +58.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +7% Phys.save +7 (+2 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +13% physical Shield.near.proj +21 Proj.slow +19% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Ego] Arcane Power 36.0 - 50.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% fire +5% mind +3% cold Melee Ret 4 acid ----- def ----- Resists +3% blight +6% temporal +3% light Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% light +9% darkness +6% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +12% light Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +5 Mag +1 Cun +2 Con dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Resists +3% cold Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
potent healing salve [power 219] potent healing salve [power 219]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 87% cooldown modifier. Heal 219 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 87% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 167] simple healing salve [power 167]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 87% cooldown modifier. Heal 167 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 140] simple pain suppressor salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 87% cooldown modifier. Let you fight up to -140 life and reduces all damage by 11% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 6 lightning ----- def ----- Resists +3% darkness Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (297 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By tqt the Dwarf Sawbutcher level 9
27th Voratun 122nd year of Ascendancy at 10:57 see stats
By tqt the Dwarf Sawbutcher level 10
1st Profit 122nd year of Ascendancy at 20:30 see stats
By tqt the Dwarf Sawbutcher level 20
16th Dearth 122nd year of Ascendancy at 10:36 see stats
By tqt the Dwarf Sawbutcher level 6
19th Voratun 122nd year of Ascendancy at 10:11 see stats
By tqt the Dwarf Sawbutcher level 16
35th Profit 122nd year of Ascendancy at 21:35 see stats
By tqt the Dwarf Sawbutcher level 10
1st Profit 122nd year of Ascendancy at 20:31 see stats
By tqt the Dwarf Sawbutcher level 22
26th Dearth 122nd year of Ascendancy at 06:03 see stats
By tqt the Dwarf Sawbutcher level 17
36th Profit 122nd year of Ascendancy at 05:49 see stats
Log
Bleeding from Tqt hits Gyda the giant netherworm for 29 physical damage.
Burning from Tqt hits Gyda the giant netherworm for 22 fire damage.
Deep Wound from Tqt hits Gyda the giant netherworm for 34 physical damage.
Rotting Disease from Elinne the Guardian hits Black ooze for 18 blight damage.
Gyda the giant netherworm casts Soul Rot.
Gyda the giant netherworm leeches life from tqt!
Gyda the giant netherworm receives 122 healing from tqt.
Gyda the giant netherworm's Soul Rot hits tqt for 242 blight damage.
Elinne the Guardian casts Blood Grasp.
tqt receives 248 healing.
Elinne the Guardian's Blood Grasp hits tqt for 229 blight damage.
Elinne the Guardian receives 61 healing from Elinne the Guardian's Blood Grasp.
Tqt is dazed!
Rotting Disease from Elinne the Guardian hits Black ooze for 36 blight damage.
Curse of Death from Gyda the giant netherworm hits tqt for 43 darkness damage.
Gyda the giant netherworm loses 8 health to the entropy.
Gyda the giant netherworm is fully armored again.
Gyda the giant netherworm stops burning.
Gyda the giant netherworm is free from the illness.
Bleeding from Tqt hits Gyda the giant netherworm for 14 physical damage.
Deep Wound from Tqt hits Gyda the giant netherworm for 17 physical damage.
Gyda the giant netherworm casts Blood Spray.
Tqt is afflicted by a weakness disease!
Tqt is not dazed anymore.
Elinne the Guardian casts Drain.
Elinne the Guardian's spell attains critical power!
Elinne the Guardian hits tqt for 489 blight damage.
Gyda the giant netherworm hits tqt for 123 blight damage.
tqt the level 22 dwarf sawbutcher was tainted to death by Elinne the Guardian on level 1 of Ruined Dungeon.