











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Ashes of Urh'Rok 1.5.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Sawbutcher |
Level / Exp | 23 / 57% |
Size | big |
Lifes / Deaths | Killed by Grand Corruptor at level 23 on the 53rd Regrowth 123rd year of Ascendancy at 22:21 / 2Killed by Zubuthra the corrupted plasmic disruptor at level 23 on the 55th Regrowth 123rd year of Ascendancy at 05:19 |
Antimagic | Follower |
Primary Stats
Strength | 76 (base 49) |
Dexterity | 18 (base 10) |
Constitution | 28.986845597468 (base 14) |
Magic | 10 (base 10) |
Willpower | 23 (base 10) |
Cunning | 60 (base 48) |
Resources
Life | -55/559 |
Steam | 100/100 |
Healing Factor | 1.5631263876297 |
Regeneration | 10.707415755264 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 6 |
See Stealth | 20 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 101 |
Accuracy | 44 |
Crit Chance | 29% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 44 |
Crit Chance | 30% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Physical | +5% |
Mind | +9% |
All | 0% |
Lightning | +16% |
Darkness | +6% |
Arcane | +6% |
Fire | +10% |
Nature | +18% |
Offense: Damage Penetration
Arcane | +5% |
Light | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 47.723073231957 (100%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 40 |
Physical Save | 41 |
Spell Save | 21 |
Mental Save | 33 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 42%( 70%) |
Physical | + 12%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 41%( 70%) |
Light | + 12%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 24%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Teleport Resistance | 100% |
Stun Resistance | 24% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 33% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 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 Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 79%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 97%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Melting Point |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | You gain 22% resistance against blight. Resolve |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 21.65 nature damage per turn. Poison |
detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 16.83 blight damage per turn. Rotting Disease |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature +9% mind Res.pen +5% mind ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +9% temporal +15% mind +6% nature Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex dps ---------- Dmg.mod +6% arcane Melee Ret 8 mind ----- def ----- Armour +4 Fatigue +4% Resists +12% mind ---------- misc Stam/ret +0.90 Equi/ret +1.10 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 22/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 78.65 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +12 Con dps ---------- Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Dmg.mod +13% lightning +3% blight Res.pen +5% arcane Melee Ret 8 arcane ----- def ----- Resists +26% lightning Phys.save +10 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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 | ![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +16 Crit +10.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% HP.reg +0.60 ---------- misc Stam/turn +0.40 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +22 Crit +11.0% Atk.spd 100% Block +52 Melee+ +13 nature +11 temporal On Crit.r2 +8 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +3% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Dex ----- def ----- Defense +1 (+1 eff.) Resists +12% light Crit.dmg- 15.00% ---------- misc Light +3 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 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% darkness Res.pen +10% light ----- def ----- Armour +11 Hardiness +20% Defense +4 (+2 eff.) Fatigue +26% Resists +20% acid +12% physical +7% cold +6% fire +5% lightning Phys.save +12 (+4 eff.) Disarm- +22% Stun/Frz- +24% Knockbk- +23% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Normal] 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +1.10 Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature +8 fire On Hit: * 25% chance to remove a magical effect While equipped: ----- def ----- Resists +3% fire ---------- misc Equi/ret +0.12 Psi/ret +0.08 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 lightning +8 fire +20 acid On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +9% acid +12% fire Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +14 insidious poison While equipped: ----- def ----- Resists +3% cold Blind- +15% Silence- +10% Confus- +10% Massive two-handed mauls. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +5 (+1 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural sand should be returned to the wyrm. Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 blight On Crit.r2 +4 physical While equipped: dps ---------- Mind.crit +5% Mind.pwr +8 (+4 eff.) Dmg.mod +9% mind +7% physical Res.pen +10% physical Melee Ret 14 physical ----- def ----- Armour +2 Resists +6% physical Die.at -20.00 life Max.HP +22.00 HP.reg +1.30 Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Defense +7 (+4 eff.) Fatigue +4% Resists +15% fire Disarm- +21% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 On Hit: * Slows global speed by 5% 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! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% darkness +7% physical Acc +8 (+2 eff.) Apr +7 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% acid +6% blight +6% fire +3% mind +9% nature Phys.save +30 (+10 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +4 darkness On Hit.r1 +4 darkness Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% nature ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +15% nature +11% blight ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Disrupt/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +7% physical Acc +5 (+1 eff.) Apr +5 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Disrupt/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 7% * leeches stamina from the target While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +8% physical Melee Ret 7 nature slow ----- def ----- Disarm- +18% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Phys.save +11 (+4 eff.) Mind.save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +5% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% lightning Res.pen +20% lightning ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +22% Resists +6% physical Phys.save +12 (+4 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.20 Max.stam +15.00 A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane +3% nature Res.pen +10% arcane On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor [Rare] Master While equipped: dps ---------- Melee Ret 8 blight On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +18 (+9 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +3% blight Proj.evade +12% ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Psionic Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 15 Ranged+ +8 darkness Against +14% Living Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 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 16.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 16.66 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 23.85 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 284/400 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 No medical injector available, values are indicative only. 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 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nniedar the Cornac Sawbutcher level 18
31st Haze 122nd year of Ascendancy at 19:21 see stats
By Nniedar the Cornac Sawbutcher level 23
54th Regrowth 123rd year of Ascendancy at 22:53 see stats
By Nniedar the Cornac Sawbutcher level 12
20th Dusk 122nd year of Ascendancy at 09:59 see stats
By Nniedar the Cornac Sawbutcher level 19
53rd Haze 122nd year of Ascendancy at 07:13 see stats
By Nniedar the Cornac Sawbutcher level 19
53rd Haze 122nd year of Ascendancy at 03:03 see stats
By Nniedar the Cornac Sawbutcher level 21
29th Regrowth 123rd year of Ascendancy at 16:08 see stats
By Nniedar the Cornac Sawbutcher level 17
67th Dusk 122nd year of Ascendancy at 06:23 see stats
By Nniedar the Cornac Sawbutcher level 10
5th Flare 122nd year of Ascendancy at 16:38 see stats
By Nniedar the Cornac Sawbutcher level 20
53rd Haze 122nd year of Ascendancy at 19:43 see stats
By Nniedar the Cornac Sawbutcher level 18
10th Haze 122nd year of Ascendancy at 03:10 see stats
By Nniedar the Cornac Sawbutcher level 23
55th Regrowth 123rd year of Ascendancy at 03:00 see stats
By Nniedar the Cornac Sawbutcher level 17
67th Dusk 122nd year of Ascendancy at 05:35 see stats
By Nniedar the Cornac Sawbutcher level 9
3rd Mirth 122nd year of Ascendancy at 16:39 see stats
By Nniedar the Cornac Sawbutcher level 9
5th Mirth 122nd year of Ascendancy at 15:22 see stats
By Nniedar the Cornac Sawbutcher level 18
43rd Haze 122nd year of Ascendancy at 16:07 see stats
By Nniedar the Cornac Sawbutcher level 23
53rd Regrowth 123rd year of Ascendancy at 22:21 see stats
Log
The Cog spins up and deflects the blow from Nniedar!
Nniedar is invigorated by the attack!
Nniedar's mind surges with critical power!
Nniedar is invigorated by the attack!
Nniedar's mind surges with critical power!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar's mind surges with critical power!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar's mind surges with critical power!
Nniedar is invigorated by the attack!
Nniedar's mind surges with critical power!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Something hits Nniedar for 2 nature, 5 cold, 6 fire, 4 lightning, 7 acid, 3 acid, 4 cold, 4 fire, 3 lightning, 0 nature, 5 cold, 6 fire, 4 lightning, 7 acid, 0 acid, 4 cold, 4 fire, 3 lightning, 2 nature, 5 cold, 6 fire, 4 lightning, 7 acid, 3 acid, 4 cold, 4 fire, 3 lightning (111 total damage).
Nniedar hits Something for (3 resist armour), 0 arcane, (2 resist armour), 0 mind, (3 resist armour), 0 arcane, (3 resist armour), 0 mind, (2 resist armour), 0 arcane, (3 resist armour), 0 mind (0 total damage).
The Cog spins up and deflects the blow from Nniedar!
Nniedar is invigorated by the attack!
Nniedar is invigorated by the attack!
Nniedar has finished recovering.
Nniedar is free from the weakness disease.
Poison from Zubuthra the corrupted plasmic disruptor hits Nniedar for 0 nature damage.
Rotting Disease from Glorona the corrupted acidic digestor hits Nniedar for 14 blight damage.
Saving game...