

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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. Early Boost & Some More Points Redux 1.7.0Significantly more points in the early game. Original by destructivore. Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Items Vault 1.7.0Donators/Buyers bonus! Starting Digger 1.5.10This mod adds a new artifact digger to your starting inventory for the Age of Ascendancy campaign. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Sawbutcher |
Level / Exp | 30 / 88% |
Size | gargantuan |
Lifes / Deaths | Killed by Aredheta the elven guard at level 25 on the 53rd Regrowth 123rd year of Ascendancy at 20:43 2 / 4Killed by Eilinokira the ghoul at level 28 on the 67th Regrowth 123rd year of Ascendancy at 13:16 Killed by Siluda the skeleton warrior at level 29 on the 68th Regrowth 123rd year of Ascendancy at 18:50 Killed by Parmor the dolleg at level 30 on the 70th Regrowth 123rd year of Ascendancy at 03:18 |
Primary Stats
Strength | 102 (base 60) |
Dexterity | 35 (base 22) |
Constitution | 41 (base 14) |
Magic | 20 (base 10) |
Willpower | 18 (base 10) |
Cunning | 73 (base 60) |
Resources
Life | 964/964 |
Steam | 106/106 |
Healing Factor | 1.6381218059219 |
Regeneration | 20.065977057312 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 135 |
Accuracy | 53 |
Crit Chance | 36% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 53 |
Crit Chance | 34% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +10% |
Darkness | +12% |
Nature | +8% |
Physical | +8% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 80.723073231957 (96.438666929426%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 29 |
Physical Save | 42 |
Spell Save | 17 |
Mental Save | 25 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 19%( 70%) |
Physical | + 42%( 70%) |
Cold | + 27%( 70%) |
All | + 10%( 70%) |
Lightning | + 46%( 70%) |
Light | + 19%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 37%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Poison Resistance | 11% |
Blind Resistance | 10% |
Silence Resistance | 10% |
Bleed Resistance | 10% |
Teleport Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 60 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% 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 Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | 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. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. | 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 within | active |
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 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +3 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (77 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (132 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +9% cold Life +41.00 Life Regen +4.00 Teleport Resist +10% 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] Nature While equipped: Stats +1 Cun +3 Dex offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% nature Crit Resistance 5.00% Spell save +4 (+3 eff.) Life +40.00 Healmod +11% Disarm Resist +20% Stun Resist +20% Knockbk Resist +10% other ------- Light +5 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+4 eff.) Life +60.00 Knockbk Resist +50% other ------- Talents +2 Spring Grapple Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 185.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore resists +20% light Accuracy +10 (+3 eff.) defense ------ Armor +8 other ------- Stamina/turn +1.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 3. 100% to reduce fatigue by 38% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% nature +10% blight Life +29.00 Poison Resist +11% Disease Resist +16% Disarm Resist +25% Pinning Resist +24% Knockbk Resist +33% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Nature/Psionic/Steamtech Weapon Damage 139% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +12.0% Attack Speed 100% Block +70 On-hit +5 nature Uses 1.0 Steam When used to Attack: On-hit +10 physical While equipped: Stats +2 Wil defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +12% physical Windwall +29 Slow Projectiles +12% other ------- 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! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Defense +8 (+4 eff.) Fatigue -20% Slow Projectiles +20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 109% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +10.0% Attack Speed 100% Block +26 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: On-hit +11 light +11 darkness While equipped: Stats +2 Cun +2 Mag offense ------ Physical Crit +5.0% Damage +6% acid +10% light +12% darkness Ignore resists +6% physical Accuracy +7 (+2 eff.) Ignore Armor +7 When Hit 4 blight defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +9% acid +10% light +11% darkness 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! |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% mind +30% lightning Life +31.00 Blind Resist +10% Disease Resist +10% Cut Resist +10% Silence Resist +10% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Ego] Master While equipped: offense ------ When Hit 0 physical defense ------ Armor +22 Fatigue +22% Resistance +15% fire Crit Resistance 21.00% A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -403 life. The duration and life will increase by 1% for every 1% life you have lost (currently 403 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 3 blight, 5 fire, 3 mind, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +10 (+3 eff.) defense ------ Resistance +3% physical +12% temporal Pinning Resist +23% Knockbk Resist +22% other ------- Max stamina +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +3 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Spellpower/crit +2 defense ------ Physical save +13 (+5 eff.) Spell save +23 (+13 eff.) Mind save +18 (+9 eff.) other ------- Max mana +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +23.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag defense ------ Spell save +10 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +3 Con offense ------ Damage +14% blight defense ------ Resistance +29% blight other ------- Infravision +3 See Invis +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Con offense ------ On-Hit 6 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 20 defense ------ Physical save +8 (+3 eff.) other ------- Hate-on-crit +1.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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.) Damage +15% lightning Ignore resists +8% lightning defense ------ Resistance +8% darkness +6% temporal Out-of-Phase Defense +9 Out-of-Phase Resistance +7% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Master Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Str +2 Con offense ------ Physical Power +8 (+2 eff.) Damage +5% physical Ignore resists +9% physical Accuracy +8 (+2 eff.) defense ------ Disarm Resist +15% Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 12 * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: offense ------ Ignore resists +8% physical Accuracy +21 (+6 eff.) Ignore Armor +8 defense ------ Armor +8 Resistance +5% arcane Crit Resistance 15.00% Healmod +10% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +13 nature While equipped: offense ------ Ignore resists +6% physical Accuracy +10 (+3 eff.) Ignore Armor +7 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +17 fire While equipped: offense ------ Global Speed +3% Ignore resists +7% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +17 fire Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 acid On Hit: * 20% chance to reduce armor by 22% While equipped: Stats +13 Str +3 Dex offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +6% fire Ignore resists +15% acid defense ------ Life +22.00 Life Regen +0.90 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 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 102% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% 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 T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 101% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% 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 T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 99% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% 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 T1 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 99% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: Stats +1 Str +2 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% 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 [Random Unique] Master/Psionic/Steamtech Weapon Damage 109% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On-hit +7 mind +4 fire On-crit, radius 2 +8 fire On Hit: * 11% chance to reduce all saves and defense by 20 Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil offense ------ Damage +6% acid Ignore resists +10% fire Accuracy +5 (+1 eff.) On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) defense ------ Armor +3 Defense +9 (+4 eff.) Fatigue +6% Disarm Resist +22% 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 [Unique] Arcane/Steamtech Weapon Damage 121% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +40 Damage Conversion 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 107% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 On-Hit, radius 1 +8 physical Uses 1.0 Steam When used to Attack: Block +20 While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +7 Cun +5 Con offense ------ Critical power +20.00% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +6% lightning +3% fire +5% arcane +9% cold 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 T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 122% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +8 darkness Damage Against +7% Living Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +20% acid other ------- 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! |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +6 acid +19 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +20% acid +9% nature Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +6 (+2 eff.) Ignore Armor +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Arcane Weapon Damage 152% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 21 On-Hit, radius 1 +14 fire On Hit: 20% Curse of Vulnerability 4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 125% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +20 fire +9 light +20 cold Damage Against +11% Undead On-Hit, radius 1 +20 cold On-crit, radius 2 +12 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Master Weapon Damage 174% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +16.0% Capacity 20 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+7 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun offense ------ Critical power +13.00% defense ------ Resistance +11% blight +13% all Life +49.00 Life Regen +3.40 Healmod +16% other ------- Hate-on-crit +3.00 Psi-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex offense ------ When Hit 0 physical defense ------ Defense +16 (+7 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.09 to 117.26 lightning damage (78.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% acid Life Regen +3.20 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +3 Str +7 Dex defense ------ Armor +7 Defense +17 (+8 eff.) Fatigue +8% Physical save +5 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun defense ------ Armor +14 Defense +21 (+9 eff.) Fatigue +8% Mind save +10 (+5 eff.) Life +30.00 Life Regen +3.20 Healmod +14% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +8 Cun +4 Wil offense ------ Critical power +10.00% Damage +6% nature Ignore resists +5% nature Against +16% Summoned defense ------ Resist Against +16% Summoned other ------- Max hate +4.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +4 Dex offense ------ Physical Crit +8.0% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +6% arcane defense ------ Resistance +2% physical A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +9 Mag +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Resistance +5% arcane Physical save +5 (+2 eff.) Cut Resist +10% Stun Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.27 Max mana +48.00 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Resistance +3% acid +0% lightning Physical save +6 (+2 eff.) Teleport Resist +20% 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 [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Critical power +15.00% Spellpower/crit +2 Damage +3% darkness When Hit 6 blight defense ------ Defense +1 (+0 eff.) Spell save +6 (+4 eff.) other ------- Mana/turn +0.04 Vim-on-crit +1.00 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 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +1 Dex offense ------ Accuracy +6 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 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 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +6 Lck offense ------ Spellpower/crit +6 When Hit 4 nature defense ------ Armor +1 Stealth +6 other ------- Mana/turn +0.08 Max mana +60.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun offense ------ Mind Crit +1% defense ------ Armor +1 Resistance +3% acid +6% cold Disengage: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 106% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% acid Ignore resists +5% acid On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +3% darkness Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+2 eff.) Spellpower +6 (+3 eff.) Ignore Armor +8 defense ------ Armor +9 Fatigue +3% Resistance +6% acid +8% fire +5% lightning +8% cold other ------- Psi when Hit +0.12 Hate-on-crit +3.00 Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +35% Confus Resist +25% Stun Resist +25% other ------- Stamina/turn +0.50 Max stamina +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 physical Damage +3% physical Accuracy +11 (+3 eff.) defense ------ Armor +6 Fatigue +1% Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +5 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex offense ------ Damage +3% fire Ignore Armor +1 defense ------ Armor +2 Defense +1 (+0 eff.) other ------- Equi when Hit +0.80 Psi when Hit +1.10 Hate when Hit +0.80 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Resistance +13% mind Mind save +13 (+7 eff.) Confus Resist +31% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +3 Wil +3 Cun offense ------ Mindpower +5 (+3 eff.) Damage +9% lightning +3% nature Ignore resists +5% nature When Hit 2 lightning On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +3% Resistance +9% nature A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +5 Wil +6 Cun +2 Con offense ------ Physical Crit +2.0% Mind Crit +4% Physical Power +5 (+2 eff.) Mindpower +13 (+7 eff.) Damage +15% fire +13% darkness +13% physical defense ------ Defense +2 (+1 eff.) Resistance +12% temporal +13% darkness +22% fire +12% physical +3% light other ------- Max hate +11.00 A pointy cloth hat, very wizardly... |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold 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. |
![]() 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance 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 137] simple healing salve [power 137]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 137 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Ignore Armor +6 When Hit 2 temporal defense ------ Resistance +9% blight Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- See Invis +3 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 2 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Unknown |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T2 torque charm [Rare] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +6% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% light +9% cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By chop whop the Doomelf Sawbutcher level 27
59th Regrowth 123rd year of Ascendancy at 01:12 see stats
By chop whop the Doomelf Sawbutcher level 30
68th Regrowth 123rd year of Ascendancy at 22:34 see stats
By chop whop the Doomelf Sawbutcher level 7
77th Pyre 122nd year of Ascendancy at 04:30 see stats
By chop whop the Doomelf Sawbutcher level 28
60th Regrowth 123rd year of Ascendancy at 14:02 see stats
By chop whop the Doomelf Sawbutcher level 10
2nd Haze 122nd year of Ascendancy at 21:38 see stats
By chop whop the Doomelf Sawbutcher level 20
32nd Haze 122nd year of Ascendancy at 13:45 see stats
By chop whop the Doomelf Sawbutcher level 30
68th Regrowth 123rd year of Ascendancy at 22:34 see stats
By chop whop the Doomelf Sawbutcher level 21
41st Haze 122nd year of Ascendancy at 03:02 see stats
By chop whop the Doomelf Sawbutcher level 26
58th Regrowth 123rd year of Ascendancy at 05:39 see stats
By chop whop the Doomelf Sawbutcher level 17
25th Haze 122nd year of Ascendancy at 09:37 see stats
By chop whop the Doomelf Sawbutcher level 11
4th Haze 122nd year of Ascendancy at 12:10 see stats
By chop whop the Doomelf Sawbutcher level 14
13rd Haze 122nd year of Ascendancy at 00:36 see stats
By chop whop the Doomelf Sawbutcher level 24
50th Regrowth 123rd year of Ascendancy at 20:44 see stats
By chop whop the Doomelf Sawbutcher level 18
26th Haze 122nd year of Ascendancy at 06:32 see stats
Log
chop whop killed Parmor the dolleg!
Parmor the dolleg's Slime Spit hits chop whop for 168 nature damage.
Onilug's Channel Staff hits chop whop for 0 blight damage.
chop whop the level 30 doomelf sawbutcher was slimed to death by Parmor the dolleg on level 2 of Anteroom of Agony.
--------------------------------
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Onilug's Channel Staff killed chop whop!
Saving game...
Resting starts...
Talent Furnace is ready to use.
Talent Grinding Shield is ready to use.
Talent Tempest of Metal is ready to use.
Talent Mow Down is ready to use.
Talent Infusion: Healing is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Spring Grapple is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Giant Leap is ready to use.
Talent Melting Point is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).