Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
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 1.7.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This 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! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Sawbutcher |
Level / Exp | 13 / 81% |
Size | big |
Lifes / Deaths | Killed by Layora the white worm mass at level 11 on the 1st Summertide 122nd year of Ascendancy at 12:57 3 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 34) |
Dexterity | 15 (base 10) |
Constitution | 14 (base 11) |
Magic | 10 (base 10) |
Willpower | 31 (base 15) |
Cunning | 34 (base 28) |
Resources
Life | 384/384 |
Equilibrium | 43 |
Steam | 100/100 |
Healing Factor | 1.3772895330004 |
Regeneration | 13.979488759954 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 40.639798336955 |
See Invisible | 49.639798336955 |
Offense: Mainhand
Damage | 62 |
Accuracy | 48 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 48 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +13% |
Physical | +15% |
All | 0% |
Nature | +3% |
Offense: Damage Penetration
Physical | +5% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 38.317011280365 (72.903125182002%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 23 |
Physical Save | 19 |
Spell Save | 14 |
Mental Save | 29 |
Defense: Resistances
Acid | + 20%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Light | + 36%( 70%) |
Physical | + 12%( 70%) |
Cold | + 5%( 70%) |
Fire | + 58%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 114% efficiency and cooldown mod of 62%. Its effects scale with your Willpower 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 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Antimagic Shield |
talent | Grinding Shield |
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
On feet | Lustreimmortal the pair of iron boots (0 def, 5 armour) Lustreimmortal the pair of iron boots (0 def, 5 armour) 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane +3% mind Silence- +10% ---------- misc Infravis +2 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 | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Bethaba the rough leather cap (0 def, 3 armour) Bethaba the rough leather cap (0 def, 3 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Acc +4 (+1 eff.) Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +4 Infravis +2 See.Invis +6 A cap made of leather. |
On hands | naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 nature Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +5% nature Disarm- +70% ---------- misc Talents +2 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Thunderoozer' (dig speed 28 turns) iron pickaxe 'Thunderoozer' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% physical Res.pen +5% physical Acc +10 (+3 eff.) Melee Ret 8 lightning ----- def ----- Armour +4 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glareumbra Glareumbra0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +3% light ----- def ----- Resists +20% acid ---------- misc Max.psi +20.00 Light +2 Rings make your fingers look great! |
On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | hateful iron steamsaw of massacre (116% power, 0 apr) hateful iron steamsaw of massacre (116% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 116% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Melee+ +5 darkness Against +5% Living On Hit.r1 +36 20% chance of physical repulsion Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 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! |
Around waist | Yvitta Yvitta1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +1% physical HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
In off hand | iron steamsaw 'Singejam' (104% power, 0 apr) iron steamsaw 'Singejam' (104% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 On Hit.r1 +36 20% chance of physical repulsion Uses 1.0 Steam While equipped: Stats +2 Str +1 Mag ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% fire +11% physical ---------- misc Infravis +3 See.Invis +3 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 | Pyrehack the linen cloak (1 def, 0 armour) Pyrehack the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +5% cold +3% mind +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Vorevea the Flashrune (3 def, 8 armour) Vorevea the Flashrune (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Mag +5 Wil +5 Cun dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) Res.pen +5% arcane ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% light +15% fire Mind.save +13 (+7 eff.) Max.HP +26.00 HP.reg +7.00 Heal.mod +13% ---------- misc Mana/turn +0.08 Max.mana +40.00 A suit of armour made of mail. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 40; cd 10) healing infusion (heal 40; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 73; cd 12) healing infusion of the duelist (heal 73; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 105; cd 12) healing infusion of the psychic (heal 105; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 105 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 62; cd 13) healing infusion of the wizard (heal 62; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 502%; cd 18) movement infusion of the sneak (speed 502%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 171; dur 4; cd 18) shielding rune (absorb 171; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 171 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 183; dur 3; cd 14) shielding rune of the psychic (absorb 183; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Shockbliss' copper amulet 'Shockbliss'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% lightning +3% darkness Melee Ret 2 lightning ----- def ----- Resists +3% light Amulets make your neck look great! |
starlit copper amulet of healing starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Heal.mod +10% Blind- +22% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
truestriking steel battleaxe (123% power, 2 apr) truestriking steel battleaxe (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +9 Massive two-handed battleaxes. |
balanced iron dagger of erosion (101% power, 5 apr) balanced iron dagger of erosion (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, short and deadly. |
hateful iron dagger of erosion (100% power, 5 apr) hateful iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature +5 darkness Against +6% Living Sharp, short and deadly. |
iron dagger of erosion (100% power, 5 apr) iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
Foresttrail Foresttrail4.0 T1 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.1% dam / acc Atk.spd 100% Range +6 While equipped: Stats +3 Dex +2 Con dps ---------- Acc +5 (+2 eff.) Melee Ret 2 nature ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Ivitta (111% power, 3 apr, fire element) Ivitta (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +12.00% Spell.pwr +6 (+5 eff.) Dmg.mod +3% blight +15% fire +3% arcane Res.pen +15% arcane +5% blight ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Raguharadas the Umbragash Raguharadas the Umbragash4.0 T1 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Acc +6 (+2 eff.) ---------- misc Max.hate +2.00 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced steel steamgun enhanced steel steamgun4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Ego+] Nature/Steamtech Acc+ +0.1% dam / acc Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +4 Mag +5 Wil +5 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dawnrune the iron steamsaw (100% power, 0 apr) Dawnrune the iron steamsaw (100% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Melee+ +8 light +4 arcane On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Uses 1.0 Steam While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +5% arcane ---------- misc Light +3 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! |
Erygas the rough leather belt Erygas the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Defense +15 (+8 eff.) Resists +5% lightning +6% temporal +5% arcane HP.reg +4.00 Knockbk- +10% ---------- misc See.Invis +3 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glimmerrazor' (7 def, 0 armour) linen cloak 'Glimmerrazor' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% light +5% nature On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Defense +7 (+4 eff.) Resists +6% light Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour) cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +2 Resists +7% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chillrend the iron helm (0 def, 5 armour) Chillrend the iron helm (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% blight Melee Ret 8 cold ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +12% cold ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hafast the Rotgasher (16 def, 0 armour) Hafast the Rotgasher (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Str dps ---------- Apr +2 Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Defense +16 (+8 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Hailpiety (1 def, 0 armour) Hailpiety (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +15% acid +15% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +3% acid A pointy cloth hat, very wizardly... |
linen wizard hat of knowledge (1 def, 0 armour) linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather hat of constitution (+2) (0 def, 1 armour) rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Olontir (2 def, 4 armour) Olontir (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Crit.dmg- 5.00% Max.HP +25.00 A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 13 armour) impenetrable steel mail armour of resilience (2 def, 13 armour)14.0 T2 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Max.HP +27.00 A suit of armour made of mail. |
cured leather armour of cold resistance (6 def, 4 armour) cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% cold A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
flaming quiver of elm arrows of paradox (22/22, 107% power, 5 apr) flaming quiver of elm arrows of paradox (22/22, 107% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 107% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 22 Ranged+ +9 temporal On Hit.r1 +9 fire On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
138 alchemist agate 138 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Maluzilathel Maluzilathel2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +3% acid +6% lightning Max.HP +40.00 Confus- +10% ---------- 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 62% cooldown modifier. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude focus lens crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge iron razor edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge iron razor edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 110] (15 cooldown) powerful elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Giloldil [power 116] (20 cooldown) Giloldil [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 0 ----- def ----- Resists +3% mind ---------- misc Wards +3 mind +2 darkness +2 arcane +3 light Talents +1 Ward Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kek5 the Krog Sawbutcher level 10
4th Mirth 122nd year of Ascendancy at 05:56 see stats
By Kek5 the Krog Sawbutcher level 11
7th Mirth 122nd year of Ascendancy at 10:56 see stats
Log
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:06.
Kek5 uses To The Arms.
Kek5 uses Block.
Kek5 deactivates Saw Wheels.