











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official 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:
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. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 15 / 18% |
Size | medium |
Lifes / Deaths | Killed by Aeryna the elven mage at level 15 on the 11st Dusk 122nd year of Ascendancy at 17:48 / 1 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 32 (base 26) |
Constitution | 12 (base 10) |
Magic | 52 (base 40) |
Willpower | 26 (base 15) |
Cunning | 23 (base 10) |
Resources
Life | -120/492 |
Paradox | 396 |
Healing Factor | 1.0191526171258 |
Regeneration | 4.3313986227847 |
Speed
Mental | -3.219646771413E-12% |
Attack | -3.219646771413E-12% |
Movement | +20.000000000001% |
Spell | -3.219646771413E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 12.385236480602 |
See Invisible | 12.385236480602 |
Offense: Mainhand
Damage | 50 |
Accuracy | 33 |
Crit Chance | 6% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +3% |
Arcane | +14% |
Cold | +15% |
Fire | +11% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +5% |
Arcane | +20% |
Cold | +5% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 14 |
Physical Save | 14 |
Spell Save | 25 |
Mental Save | 32 |
Defense: Resistances
Acid | + 3%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 7%( 70%) |
Light | + 3%( 70%) |
Physical | + 1%( 70%) |
Cold | + 20%( 70%) |
Fire | + 28%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 14.0 - 19.6 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 On-ranged-hit +8 mind +26 fire On-Hit, radius 1 +4 mind On-crit, radius 2 +20 fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +5 (+2 eff.) Crit Resistance 10.00% Spell save +3 (+2 eff.) Unlife -60.00 life Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +3% light Ignore resists +10% lightning When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 8 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Wil offense ------ Damage +11% fire Ignore resists +5% mind defense ------ Resistance +28% fire Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% nature Life +34.00 Life Regen +4.00 Disease Resist +20% Silence Resist +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +4 mind While equipped: Stats +7 Str +2 Dex +3 Mag +1 Cun offense ------ Physical Power +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +5 Mag offense ------ On-Hit 8 darkness Damage +6% darkness +8% arcane Ignore resists +15% arcane +5% fire defense ------ Armor +2 Resistance +7% darkness +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +5 Cun offense ------ Damage +6% arcane Ignore resists +5% arcane defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +7% Resistance +12% mind Mind save +26 (+11 eff.) Life +38.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% acid +1% physical +3% light Life +51.00 Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 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. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +10% mind defense ------ Resistance +10% mind Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 fire +4 cold While equipped: offense ------ Damage +15% arcane Ignore resists +15% cold When Hit 2 arcane Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +20 fire On-crit, radius 2 +12 fire On Hit: * 12% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Damage +6% darkness +6% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 15% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Defense +5 (+2 eff.) Resistance +6% cold other ------- See Invis +12 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +0.0% Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% Phasing +10% On-hit +6 darkness Damage Against +6% Living Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 15.5 - 23.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 light On-Hit, radius 1 +8 light +4 acid On-crit, radius 2 +8 acid While equipped: offense ------ Ignore resists +10% darkness +5% light Accuracy +7 (+4 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +7 (+2 eff.) Disarm Resist +31% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 15.5 - 24.8 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +28% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Phasing +14% On-crit, radius 2 +12 arcane On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Critical power +5.00% Physical Power +7 (+3 eff.) Accuracy +9 (+5 eff.) When Hit 2 arcane defense ------ Defense +9 (+3 eff.) Disarm Resist +31% other ------- Vim-on-crit +1.00 Massive two-handed swords. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego+] Nature Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-crit, radius 2 +18 fire While equipped: offense ------ Global Speed +2% Ignore resists +9% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Normal] Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 fire While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) Damage +14% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 163.11 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Healmod +11% Heal-on-summon +13 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 T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) 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. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +7 (+3 eff.) Damage +10% lightning defense ------ Life Regen +0.60 Healmod +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Spellpower/crit +2 Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On-Hit, radius 1 +7 fire Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +16% lightning other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +19% lightning other ------- Wards +5 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: defense ------ Resistance +8% temporal One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Wil offense ------ Ignore resists +5% lightning defense ------ Resistance +9% fire Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+3 eff.) Fatigue -4% Stealth +5 other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Wil defense ------ Defense +7 (+2 eff.) Resistance +6% lightning +15% fire +5% arcane Physical save +6 (+6 eff.) 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 T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +33.00 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 T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Life +32.00 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 T1 cloth armor [Rare] Master While equipped: offense ------ Critical power +5.00% Accuracy +15 (+7 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+11 eff.) Unlife -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +9% all Physical save +15 (+10 eff.) Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +9% all Physical save +17 (+11 eff.) Spell save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +3% darkness +3% temporal Physical save +6 (+6 eff.) Silence Resist +20% Disarm Resist +10% other ------- Encumbrance +24 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane defense ------ Armor +2 Fatigue +3% Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +3% cold defense ------ Armor +3 Fatigue +5% Resistance +6% blight +5% arcane +3% mind Mind save +7 (+3 eff.) Silence Resist +10% Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% acid When Hit 2 lightning defense ------ Defense +1 (+0 eff.) Resistance +21% lightning +6% temporal +3% acid A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +10% light +10% darkness A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +12% Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Dex +3 Mag offense ------ Damage +6% temporal defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Resistance +6% physical +6% arcane +6% temporal Physical save +19 (+12 eff.) Spell save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 42.26 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% light +11% darkness +6% mind Mind save +11 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ When Hit 6 cold defense ------ Armor +2 Defense +8 (+3 eff.) Fatigue +6% Resistance +23% lightning +1% physical +6% temporal A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +12 Fatigue +22% Life +27.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +12 Fatigue +22% Resistance +16% acid A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +7 Critical Rate +1.5% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +12 fire On-crit, radius 2 +8 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +5 See Stealth +7 See Invis +6 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +6% blight +6% temporal +5% arcane +6% lightning Cut Resist +10% Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Woof Woof the Cornac Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 03:48 see stats
By Woof Woof the Cornac Temporal Warden level 7
1st Mirth 122nd year of Ascendancy at 08:31 see stats
Log
Bleeding from Aeryna the elven mage hits Woof Woof for 18 darkness damage.
Woof Woof casts Rune: Shatter Afflictions.
A shield forms around Woof Woof.
Woof Woof casts Arrow Stitching.
Woof Woof's temporal clone's Arrow Stitching misses something.
Woof Woof's Arrow Stitching misses something.
Woof Woof's temporal clone's Arrow Stitching misses something.
Talent Fold Warp is ready to use.
Talent Warden's Focus is ready to use.
Bleeding from Aeryna the elven mage hits Woof Woof for (18 absorbed), 0 darkness (0 total damage).
Aeryna the elven mage's fire area effect hits Woof Woof for (22 absorbed), 0 darkness (0 total damage).
Woof Woof casts Warden's Focus.
Something HEALS from physical damage!
Something HEALS from temporal damage!
Something HEALS from mind damage!
Something HEALS from fire damage!
Woof Woof's Warden's Focus hits Something for (38 blocked), 5 physical, 5 healing, 11 mind, 1 healing, (23 blocked), 0 fire, 3 healing, 4 mind, (12 blocked), 0 temporal, 1 healing (20 total damage) [11 healing].
Your shield crumbles under the damage!
The shield around Woof Woof crumbles.
Talent Rune: Mirror Image is ready to use.
Bleeding from Aeryna the elven mage hits Woof Woof for (15 absorbed), 2 darkness (2 total damage).
Aeryna the elven mage's fire area effect hits Woof Woof for 22 darkness damage.
Temporal hound misses Something.
Woof Woof is dazed!
Something HEALS from lightning damage!
Something hits Temporal hound for 13 darkness damage.
Something hits Woof Woof for 76 darkness damage.
Woof Woof the level 15 cornac temporal warden was swallowed by the void to death by Aeryna the elven mage on level 3 of Rhaloren Camp.