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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. 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:
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. 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.
Possessor Bonus Class 1.7.4Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.7.6Donators/Buyers bonus! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 86 / 54% |
Size | huge |
Lifes / Deaths | Killed by Mirror Challenge of Jason at level 86 on the 7th Loss 125th year of Ascendancy at 23:49 / 1 |
Primary Stats
Strength | 289 (base 115) |
Dexterity | 104 (base 85) |
Constitution | 207 (base 115) |
Magic | 132 (base 115) |
Willpower | 155 (base 102) |
Cunning | 189.1 (base 115) |
Resources
Vim | 410/410 |
Life | -1512/4906 |
Positive | 285/285 |
Stamina | 698/698 |
Steam | 48/151 |
Healing Factor | 2.2194677891464 |
Regeneration | 776.39163297993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +108% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 7 |
See Stealth | 83.400766987679 |
See Invisible | 83.400766987679 |
ESP Range | 20 |
ESP Kinds | humanoid, animal/canine, giant |
Offense: Mainhand
Damage | 650 |
Accuracy | 103 |
Crit Chance | 156% |
APR | 140 |
Speed | 1.00 |
Offense: Offhand
Damage | 283 |
Accuracy | 103 |
Crit Chance | 156% |
APR | 140 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 98 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Blight | +61% |
Arcane | +36% |
Mind | +40% |
All | +30% |
Light | +78% |
Physical | +101% |
Fire | +162% |
Nature | +58% |
Offense: Damage Penetration
Physical | +102% |
Fire | +93% |
All | +42% |
Defense: Base
Armour (hardiness) | 176.71692522592 (100%) |
Defense | 99 |
Ranged Defense | 99 |
Fatigue | 0 |
Physical Save | 115 |
Spell Save | 80 |
Mental Save | 102 |
Defense: Resistances
Acid | + 71%( 77%) |
Blight | + 55%( 77%) |
Arcane | + 42%( 77%) |
Cold | + 77%( 77%) |
All | + 35%( 77%) |
Physical | + 77%( 77%) |
Lightning | + 71%( 77%) |
Light | + 45%( 77%) |
Temporal | + 45%( 77%) |
Mind | + 45%( 77%) |
Darkness | + 58%( 77%) |
Fire | + 77%( 77%) |
Nature | + 53%( 77%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Silence Resistance | 0% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 80 up to 11 times. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 31.0 steam per turn. Can be activated for an instant burst of 155 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 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 300% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1310 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 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 333% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Sawmaiming | 3.84 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Butchery | 3.24 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Automated butchery | 2.04 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Battle machinery | 1.60 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Battlefield management | 2.54 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Steamtech / Furnace | 1.60 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 8/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.90 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 8/5 |
Steamtech / Engineering | 1.90 |
| 1/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Race / Orc | 1.00 |
| 1/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Steamtech / Chemistry | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 8/5 |
Steamtech / Blacksmith | 2.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Conditioning | 1.60 |
| 5/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Chants | 1.20 |
| 8/5 |
| 2/5 |
| 8/5 |
| 8/5 |
Cunning / Scoundrel | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Adventure / Partner | 1.00 |
| 0/12 |
| 0/32 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Chant of Fortitude |
talent | Goresplosion |
talent | Furnace |
talent | Melting Point |
talent | Overheat Saws |
talent | Daunting Presence |
talent | Mow Down |
talent | Elemental Discord |
talent | Grinding Shield |
detrimental effect | The target is suffering from distracting wounds, and has a 27% chance to fail to use a talent and injure itself for 876 physical damage. Fumble |
beneficial effect | Increases all saws talent levels by 44%. Overcharge Saws |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target's combat damage is improved by 98 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
beneficial effect | Increases steamsaw damage multiplier by 37%. Continuous Butchery |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 73%. Scoundrel's Strategies |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 182. Intimidated |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
beneficial effect | The target has 324 increased life regeneration. Recovery |
beneficial effect | Increases steampower by 44 and steam crit by 19%. Supercharge Tinkers |
beneficial effect | Infinite Dungeon Challenge (Level 125): Mirror Match Challenge |
beneficial effect | You have 1 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 125): Mirror Match | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +27 Str -7 Dex +14 Con offense ------ Physical Power +10 (+1 eff.) Damage +15% physical defense ------ Armor +27 Hardiness +20% Defense +11 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Physical save +20 (+3 eff.) Pinning Resist +25% Knockbk Resist +125% Teleport Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 40% Wil, 50% Str, 90% Mag 70% Dex Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Mag +10 Wil +3 Cun offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +10 (+1 eff.) Damage +3% nature Ignore resists +15% all Ignore Armor +15 defense ------ Resistance +12% nature Crit Resistance 10.00% Life +76.00 other ------- Light +10 Infravision +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +14 Cun +7 Con offense ------ Physical Crit +4.0% Physical Power +25 (+3 eff.) Damage +15% physical Ignore resists +26% physical Ignore Armor +2 defense ------ Armor +6 Defense +14 (+2 eff.) Fatigue +4% Resistance +20% cold +11% fire Physical save +12 (+2 eff.) Mind save +20 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +16 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +10 (+1 eff.) Damage +6% physical defense ------ Armor +11 Fatigue -6% other ------- Psi when Hit +0.16 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +12 Str +11 Dex +8 Mag +6 Wil +10 Cun offense ------ Physical Crit +10.0% Critical power +30.00% Physical Power +25 (+3 eff.) Damage +15% physical +15% fire +10% all Ignore resists +10% all Accuracy +20 (+3 eff.) defense ------ Defense +10 (+2 eff.) Resistance +12% all Category Bonus +0.30 Steamtech Unlife -160.00 life Life +150.00 Disarm Resist +50% Pinning Resist +50% Knockbk Resist +50% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun +10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +20.00% Accuracy +10 (+1 eff.) Ignore Armor +20 defense ------ Armor +10 Defense +16 (+3 eff.) Max Resistance +7% all Physical save +27 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 171% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +100 On-hit +20 lightning On-crit, radius 2 +20 lightning Uses 1.0 Steam While equipped: Stats +11 Str +7 Mag +10 Wil +8 Con offense ------ Physical Crit +15.0% Critical power +57.00% Accuracy +40 (+6 eff.) Ignore Armor +15 defense ------ Armor +8 Defense +14 (+2 eff.) Fatigue +12% Spell save +24 (+5 eff.) other ------- Stamina/turn +4.70 Max mana +100.00 Talents +3 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 | ![]() |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +92 On-crit, radius 2 +90 fire Uses 1.0 Steam While equipped: offense ------ Physical Crit +12.0% Critical power +33.00% Global Speed +8% Ignore resists +17% fire Ignore Armor +14 defense ------ Armor +8 Defense +14 (+2 eff.) Fatigue +12% other ------- Talents +3 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! This object's appearance was changed to voratun steamsaw. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Critical power +30.00% Damage +6% blight +24% fire +6% arcane Accuracy +14 (+2 eff.) Ignore Armor +15 defense ------ Armor +14 Defense +24 (+4 eff.) Resistance +10% acid +10% fire +10% cold +40% lightning Physical save +34 (+5 eff.) Spell save +30 (+6 eff.) Mind save +54 (+9 eff.) Stealth +15 Stun Resist +50% other ------- Mana/turn +0.08 Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+1 eff.) defense ------ Armor +35 Defense +25 (+4 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+2 eff.) Spell save +25 (+5 eff.) Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage -5% cold +10% fire defense ------ Resistance -20% cold +20% fire Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+3 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 1104.18 physical damage (based on Magic) in a radius of 3. Uses 27 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +48% lightning +33% nature Ignore resists +25% lightning +40% nature When Hit 12 arcane On-Hit (Melee): * 32% chance to slow global speed by 79% defense ------ Resistance +48% lightning Mind save +8 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +17 Mag +17 Wil +15 Cun offense ------ Spell Crit +4% Spellpower +12 (+5 eff.) Spellpower/crit +19 Damage +25% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 152% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Wil +7 Cun +10 Con offense ------ Spell Crit +5% Spellpower +20 (+7 eff.) Damage +42% acid +18% mind defense ------ Resistance +24% temporal Crit Resistance 20.00% Healmod +15% Silence Resist +32% Stun Resist +32% other ------- Stamina/turn +4.00 See Invisibility +21 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +20 acid While equipped: Stats +5 Cun +9 Wil offense ------ Damage +27% mind Ignore resists +16% all Accuracy +21 (+3 eff.) Ignore Armor +16 defense ------ Resistance +8% arcane +21% blight Crit Resistance 23.86% Mind save +24 (+4 eff.) Blind Resist +32% Pinning Resist +32% other ------- EQ when Hit +0.48 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 155% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-Hit, radius 1 +24 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +19.0% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane Weapon Damage 128% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +16 blight +16 light Damage Against +21% Undead On Hit: 20% Epidemic level 2 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 20 While equipped: defense ------ Disease Resist +28% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Fire Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Rare] Arcane Weapon Damage 153% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +24 darkness +28 fire On Hit: * 32% chance to reduce strength, dexterity, and constitution by 20 On Critical: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: offense ------ Damage +47% blight +18% fire +15% mind Ignore resists +39% blight +30% fire When Hit 14 darkness 16 fire On-Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Master/Psionic Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +9 mind On Hit: * 14% chance to reduce all saves and defense by 49 While equipped: Stats +3 Cun +3 Wil Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +0.5% Attack Speed 100% Ignore Shields +12% While equipped: Stats +3 Con offense ------ Physical Power +7 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +15% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Arcane/Psionic Weapon Damage 158% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 66 lightning damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Damage +30% lightning Ignore resists +27% lightning Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 82% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 15 arcane resource burn While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 10 lightning Damage +11% lightning Ignore resists +11% lightning defense ------ Resistance +11% lightning +6% arcane other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 16 cold Damage +16% cold Ignore resists +16% cold defense ------ Armor +17 Resistance +21% lightning +35% cold +21% fire other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 112% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +14% acid +15% fire +15% physical +15% cold Ignore resists +8% acid +10% fire +10% physical +9% cold defense ------ Heal-on-summon +43 other ------- Max Summons +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +37 acid +45 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +25% acid +25% nature Ignore Armor +15 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 shot ammo [Ego++] Psionic Weapon Damage 136% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 16 On-ranged-hit +26 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 344 physical damage Shots are used with slings to pummel your foes to death. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+6 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+1 eff.) Damage +31% mind Ignore resists +11% mind defense ------ Resistance +16% mind +9% all other ------- Psi/turn +0.54 Max psi +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+6 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 7 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Cun offense ------ Spell Crit +25% Spellpower +37 (+13 eff.) Damage +24% blight +30% light +30% darkness When Hit 4 blight 6 lightning defense ------ Resistance +15% acid +6% temporal +9% light +27% blight +8% arcane +15% all Crit Resistance 15.00% Life +60.00 Healmod +15% other ------- Mana/turn +0.40 Max mana +91.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +18% blight +9% mind +18% nature Mind save +18 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Rare] Nature While equipped: Stats +9 Wil +6 Cun +7 Con offense ------ Mindpower +13 (+2 eff.) Ignore resists +30% cold defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +17% acid +17% physical +17% cold +13% fire +27% nature +17% lightning Mind save +18 (+3 eff.) Healmod +30% Silence Resist +32% Pinning Resist +32% Stun Resist +32% A suit of armour made of leather. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 14 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 61 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +8% Damage +6% acid +9% darkness +24% blight Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce armor by 30% * 30% chance to reduce strength, dexterity, and constitution by 20 defense ------ Defense +13 (+2 eff.) Resistance +27% acid +24% light +6% blight +29% fire +10% lightning +10% cold Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Nature/Psionic While equipped: Stats +5 Wil +5 Con offense ------ Mindpower +7 (+1 eff.) Ignore resists +8% physical defense ------ Armor +3 Resistance +11% lightning +11% temporal Blindside: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 81 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 3% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (363 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (602 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 8 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. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 12 acid Damage +10% acid +21% fire +18% arcane +27% light Ignore resists +25% light +40% fire When Hit 16 arcane 10 lightning defense ------ Armor +3 Resistance +10% acid +36% fire +8% arcane +48% lightning Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +15 acid On Hit: 10% Corrosive Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+1 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 5.5 Power cost 7 out of 24/24. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+4 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 14 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Dex +5 Wil +24 Cun offense ------ Damage +18% mind +21% fire Ignore resists +20% fire Ignore Armor +7 On-Hit (Melee): * 32% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +5 Fatigue +5% Resistance +9% blight Mind save +24 (+4 eff.) other ------- Psi when Hit +0.20 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+2 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 4 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 274.78 mind damage and cripples the target's higher mental functions, reducing cunning by 27 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +15 Str offense ------ On-Hit (Melee): * 32% chance to reduce all saves and defense by 49 defense ------ Armor +31 Defense +35 (+6 eff.) Fatigue +5% Resistance +8% arcane +18% nature Physical save +15 (+2 eff.) Life Regen +6.31 Cut Resist +32% Pinning Resist +32% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 14 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 11 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 253.01 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 253.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +25% light +25% fire Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing fiery salve [power 89] amazing fiery salve [power 89]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 333% efficiency and 77% cooldown modifier. Remove 3 magical effects and grants a fiery aura (89% fire, light and lightning affinity) Puts Talent Medical Injector on 11 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 46] simple frost salve [power 46]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 333% efficiency and 77% cooldown modifier. Remove 1 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 11 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 1279] amazing healing salve [power 1279]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 333% efficiency and 77% cooldown modifier. Heal 1279 Puts Talent Medical Injector on 7 turn cooldown Medical salve. |
great water salve [power 78] great water salve [power 78]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 333% efficiency and 77% cooldown modifier. Remove 2 mental effects and grants a water aura (78% blight, mind and acid affinity). Puts Talent Medical Injector on 11 turn cooldown Activation is instant. Medical salve. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 44 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 14 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 76.13 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 4.2 Power cost 8 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 88 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. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +40 (+6 eff.) Damage +21% darkness Ignore resists +20% darkness defense ------ Armor +16 Resistance +21% nature +21% light +8% arcane Physical save +27 (+4 eff.) Mind save +15 (+3 eff.) Blind Resist +32% Silence Resist +32% other ------- Max stamina +47.53 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 778 physical damage Puts all charms on 7 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance 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? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Jason the Orc Sawbutcher level 11
42nd Retaking 124th year of Ascendancy at 01:39 see stats
By Jason the Orc Sawbutcher level 15
9th Revenge 124th year of Ascendancy at 04:41 see stats
By Jason the Orc Sawbutcher level 30
1st Loss 124th year of Ascendancy at 08:16 see stats
By Jason the Orc Sawbutcher level 78
24th Dearth 125th year of Ascendancy at 09:22 see stats
By Jason the Orc Sawbutcher level 31
17th Loss 124th year of Ascendancy at 20:06 see stats
By Jason the Orc Sawbutcher level 6
11st Retaking 124th year of Ascendancy at 11:35 see stats
By Jason the Orc Sawbutcher level 31
18th Loss 124th year of Ascendancy at 00:37 see stats
By Jason the Orc Sawbutcher level 50
35th Remembrance 125th year of Ascendancy at 16:27 see stats
By Jason the Orc Sawbutcher level 81
30th Dearth 125th year of Ascendancy at 01:54 see stats
By Jason the Orc Sawbutcher level 10
40th Retaking 124th year of Ascendancy at 02:39 see stats
By Jason the Orc Sawbutcher level 20
37th Dearth 124th year of Ascendancy at 16:33 see stats
By Jason the Orc Sawbutcher level 30
1st Loss 124th year of Ascendancy at 05:51 see stats
By Jason the Orc Sawbutcher level 40
23rd Destruction 124th year of Ascendancy at 18:15 see stats
By Jason the Orc Sawbutcher level 50
35th Remembrance 125th year of Ascendancy at 08:42 see stats
By Jason the Orc Sawbutcher level 64
38th Pain 125th year of Ascendancy at 17:29 see stats
By Jason the Orc Sawbutcher level 70
13rd Dearth 125th year of Ascendancy at 14:48 see stats
By Jason the Orc Sawbutcher level 56
50th Revenge 125th year of Ascendancy at 15:50 see stats
By Jason the Orc Sawbutcher level 49
33rd Remembrance 125th year of Ascendancy at 15:48 see stats
By Jason the Orc Sawbutcher level 31
18th Loss 124th year of Ascendancy at 02:13 see stats
By Jason the Orc Sawbutcher level 21
38th Dearth 124th year of Ascendancy at 23:10 see stats
By Jason the Orc Sawbutcher level 79
25th Dearth 125th year of Ascendancy at 17:39 see stats
By Jason the Orc Sawbutcher level 53
35th Retaking 125th year of Ascendancy at 19:35 see stats
By Jason the Orc Sawbutcher level 37
51st Loss 124th year of Ascendancy at 10:19 see stats
By Jason the Orc Sawbutcher level 23
39th Dearth 124th year of Ascendancy at 15:38 see stats
By Jason the Orc Sawbutcher level 6
11st Retaking 124th year of Ascendancy at 11:35 see stats
By Jason the Orc Sawbutcher level 6
11st Retaking 124th year of Ascendancy at 11:35 see stats
By Jason the Orc Sawbutcher level 78
23rd Dearth 125th year of Ascendancy at 09:27 see stats
Log
Mirror Challenge of Jason performs a melee critical strike against Jason!
Mirror Challenge of Jason resists the effect 'Dazed'!
Mirror Challenge of Jason resists Jason's 'Burning'!
Tempest of Metal performs a melee critical strike against Jason!
Tempest of Metal performs a melee critical strike against Jason!
Tempest of Metal performs a melee critical strike against Jason!
Tempest of Metal performs a melee critical strike against Jason!
Jason's Swift Hands is disrupted by his wounds!
Mirror Challenge of Jason performs a melee critical strike against Jason!
Jason roars with rage shaking off 1 mental debuffs!
Jason is recovering from the damage!
Jason redirects the effect 'Burning'!
Mirror Challenge of Jason resists Mirror Challenge of Jason's 'Burning'!
Jason is dazed!
Mirror Challenge of Jason receives 853 healing from Blood Splash.
Melee retaliation hits Mirror Challenge of Jason for 0 light, 0 light, 0 light, 0 light, 0 light, 0 light (0 total damage).
Tempest of Metal hits Jason for 0 physical, 0 physical, 0 fire, 0 lightning, 381 fire, 0 lightning, 159 physical, 0 physical, 0 fire, 381 fire, 60 fire (981 total damage).
Mirror Challenge of Jason hits Jason for (1542 resilience), 0 physical, 0 lightning, 381 fire, 0 lightning, 1010 physical, 381 fire, 0 fire (1771 total damage).
Mirror Challenge of Jason uses Continuous Butchery.
Mirror Challenge of Jason uses You Shall Be My Weapon!.
Mirror Challenge of Jason's spell attains critical power!
Mirror Challenge of Jason performs a melee critical strike against Jason!
Jason is not dazed anymore.
Jason's Dig is disrupted by his wounds!
Tempest of Metal performs a melee critical strike against Jason!
Tempest of Metal performs a melee critical strike against Jason!
Tempest of Metal performs a melee critical strike against Jason!
Mirror Challenge of Jason's spell attains critical power!
Mirror Challenge of Jason's tinker attains critical power!
Mirror Challenge of Jason roars triumphantly.