Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 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: 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 | Thalore |
Class | Sawbutcher |
Level / Exp | 18 / 64% |
Size | medium |
Lifes / Deaths | Killed by Eilinolena the fire drake at level 15 on the 42nd Haze 122nd year of Ascendancy at 20:24 3 / 3Killed by Emelubeth the cave bear at level 18 on the 77th Haze 122nd year of Ascendancy at 11:56 Killed by CHAINSAW MAN at level 18 on the 77th Haze 122nd year of Ascendancy at 12:11 |
Primary Stats
Strength | 60 (base 46) |
Dexterity | 31 (base 14) |
Constitution | 28 (base 11) |
Magic | 9 (base 10) |
Willpower | 20 (base 10) |
Cunning | 41 (base 32) |
Resources
Life | 715/715 |
Steam | 100/100 |
Healing Factor | 1.2556298990388 |
Regeneration | 4.0807971718761 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
Offense: Mainhand
Damage | 69 |
Accuracy | 53 |
Crit Chance | 11% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 53 |
Crit Chance | 11% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
All | 0% |
Physical | +12% |
Acid | +3% |
Nature | +11% |
Offense: Damage Penetration
Mind | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 7 |
Physical Save | 28 |
Spell Save | 10 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 30%( 70%) |
Cold | + 19%( 70%) |
Nature | + 18%( 70%) |
Blight | + 5%( 70%) |
Physical | + 13%( 70%) |
Mind | + 17%( 70%) |
All | + 2%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 83%. Its effects scale with your Strength 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 109% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% 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 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
On feet | pair of rough leather boots 'Umbrawisp' (25 def, 1 armour) pair of rough leather boots 'Umbrawisp' (25 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Defense +25 (+8 eff.) Fatigue -5% Resists +3% mind Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Max.stam +30.00 Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | Goresnake the brass lantern Goresnake the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +3% nature Max.HP +43.00 ---------- misc Light +3 Infravis +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. |
On head | rough leather cap 'Aerybeth' (0 def, 1 armour) rough leather cap 'Aerybeth' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +4 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life ---------- misc Stam/turn +2.00 Light +4 A cap made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +70% ---------- misc Talents +2 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | powerful iron torque of gale force [power 105] (3/15 cooldown) powerful iron torque of gale force [power 105] (3/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Chadrarig' steel ring 'Chadrarig'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +4 Cun +1 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +10% lightning Apr +1 ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue -4% Resists +20% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
On fingers | copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Around neck | Drusadan Drusadan0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +6% mind Amulets make your neck look great! |
In main hand | Purestalker the iron steamsaw (12-18 power, 0 apr) Purestalker the iron steamsaw (12-18 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit: * 10% chance to slow global speed by 46% * splashes acid on your target dealing 33 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Mag dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +11% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Morbustorrent the rough leather belt Morbustorrent the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 2 nature ----- def ----- Resists +6% lightning Max.HP +110.00 Disarm- +10% A belt that goes around your waist. |
In off hand | Weepsquall the iron steamsaw (10-16 power, 0 apr) Weepsquall the iron steamsaw (10-16 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit: * splashes acid on your target dealing 33 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% mind Acc +6 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +4% Resists +3% lightning +6% mind +3% nature 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! |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide rough leather armour of cold resistance (3 def, 10 armour) troll-hide rough leather armour of cold resistance (3 def, 10 armour) 9.0 T1 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +7% Resists +17% cold Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
medical injector implant of the wizard (efficiency 104% / cooldown 87%) medical injector implant of the wizard (efficiency 104% / cooldown 87%)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 104% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
schematic: Acid Groove schematic: Acid Groove0.1 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. |
schematic: Air Recycler schematic: Air Recycler0.1 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. |
schematic: Back Support schematic: Back Support0.1 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. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 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. |
schematic: Focus Lens schematic: Focus Lens0.1 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. |
schematic: Healing Salve schematic: Healing Salve0.1 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. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 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. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 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. |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
copper amulet 'Amuroddadramnir' copper amulet 'Amuroddadramnir'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +11% fire +11% cold Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 Amulets make your neck look great! |
rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +5 (+5 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of massacre (40-61 power, 2 apr) dwarven-steel battleaxe of massacre (40-61 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steel longsword 'Singewisp' (14-20 power, 3 apr) steel longsword 'Singewisp' (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold +10 light +4 temporal Against +7% Undead On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +5% temporal +15% fire ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, long, and deadly. |
Tuloregokan the Mucusraptor (20-27 power, 3 apr) Tuloregokan the Mucusraptor (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 10% chance to slow global speed by 46% While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% mind Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 46% One-handed war axes. |
steel dagger (13-17 power, 6 apr) steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
inquisitor's vined mindstar (6-6 power, 18 apr, nature damage) inquisitor's vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit: * Deals 49 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
thorny mindstar of life (8-9 power, 24 apr, nature damage) thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.80 ---------- misc 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. |
Glittersting the iron steamsaw (11-16 power, 0 apr) Glittersting the iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +15% lightning +9% cold +6% light ---------- 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! |
coruscating iron steamsaw of cold resistance (+11%) (11-16 power, 0 apr) coruscating iron steamsaw of cold resistance (+11%) (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +15% cold +11% fire ---------- 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! |
iron steamsaw (11-16 power, 0 apr) iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 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! |
iron steamsaw (11-16 power, 0 apr) iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +15 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 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! |
Aralenne the cured leather sling Aralenne the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +25% mind Melee Ret 6 mind ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane Stun/Frz- +10% Slings are used to hurl stones or metal shots at your foes. |
Betewyn the cured leather sling Betewyn the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +20 mind While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Resists +12% acid Crit.chn- 10.00% Slings are used to hurl stones or metal shots at your foes. |
arcing quiver of ash arrows of wind (16/16, 20-28 power, 7 apr) arcing quiver of ash arrows of wind (16/16, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Nature Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Proj.spd +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Arrows are used with bows to pierce your foes to death. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +52.00 HP.reg +1.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour 'Yareduhir' (3 def, 22 armour) dwarven-steel mail armour 'Yareduhir' (3 def, 22 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Apr +1 ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% Die.at -20.00 life Max.HP +37.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour) rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +4.90 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Blizzardtickler the iron plate armour (0 def, 7 armour) Blizzardtickler the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire +9% cold ----- def ----- Armour +7 Fatigue +22% Resists +5% mind +12% cold Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour 'Coalsaw' (0 def, 7 armour) iron plate armour 'Coalsaw' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Con +3 Wil dps ---------- Melee Ret 6 darkness ----- def ----- Armour +7 Fatigue +22% Resists +15% cold ---------- misc Light +1 A suit of armour made of metal plates. |
Radhalen the Frigidspiker (0 def, 13 armour) Radhalen the Frigidspiker (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Apr +3 ----- def ----- Armour +13 Fatigue +22% Resists +18% acid +6% temporal +9% cold A suit of armour made of metal plates. |
Earuldil the rough leather belt Earuldil the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Cun +4 Con ----- def ----- Defense +8 (+2 eff.) Resists +5% arcane Stealth +6 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Kindleserpent (1 def, 0 armour) Kindleserpent (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +6 Wil dps ---------- Dmg.mod +3% light +3% fire Melee Ret 6 fire ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+5 eff.) ---------- misc Max.mana +44.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of battle (1 def, 0 armour) regal linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
Obsidianrain the pair of iron boots (10 def, 3 armour) Obsidianrain the pair of iron boots (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Crit.mult +15.00% Melee Ret 2 darkness ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glarerage' (0 def, 4 armour) pair of iron boots 'Glarerage' (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 light ----- def ----- Armour +4 Fatigue +2% Resists +6% light Die.at -40.00 life ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Betumina' (0 def, 1 armour) iron gauntlets 'Betumina' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +6 Mag +4 Wil dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Haridothel' (1 def, 0 armour) linen wizard hat 'Haridothel' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+0 eff.) Resists +16% cold +5% arcane +3% nature Max.HP +60.00 Heal.mod +10% Poison- +10% A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat (1 def, 0 armour) mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
rough leather hat 'Zubota' (0 def, 1 armour) rough leather hat 'Zubota' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% mind Crit.chn- 10.00% Phys.save +6 (+3 eff.) Spell.save +18 (+14 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Knockbk- +10% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Glowward (0 def, 1 armour) Glowward (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +12% acid Res.pen +25% light Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +12% light A hat made of leather. Very stylish. |
Tesin the Glareraider (0 def, 1 armour) Tesin the Glareraider (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind Melee Ret 8 light ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.mana +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 223.9 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Barugar' (0 def, 3 armour) iron helm 'Barugar' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Phys.save +9 (+4 eff.) ---------- misc Max.stam +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
177 alchemist agate 177 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rhurotar Rhurotar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 2 temporal ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Mana/turn +0.16 Light +5 See.Invis +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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 59% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 59% cooldown modifier. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Huryran [power 122] (3/15 cooldown) Huryran [power 122] (3/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +3% light Spell.save +3 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to heal for 41. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 30] (3/20 cooldown) ash totem of thorny skin [power 30] (3/20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Galeminister [power 428] (3/15 cooldown) Galeminister [power 428] (3/15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +3% lightning ---------- misc Light +1 See.Invis +9 Wards +3 lightning +3 cold +2 mind +3 light Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (470 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By CHAINSAW MAN the Thalore Sawbutcher level 12
37th Dusk 122nd year of Ascendancy at 09:28 see stats
By CHAINSAW MAN the Thalore Sawbutcher level 10
2nd Flare 122nd year of Ascendancy at 21:52 see stats
By CHAINSAW MAN the Thalore Sawbutcher level 15
42nd Haze 122nd year of Ascendancy at 20:24 see stats
By CHAINSAW MAN the Thalore Sawbutcher level 11
5th Flare 122nd year of Ascendancy at 06:13 see stats
By CHAINSAW MAN the Thalore Sawbutcher level 17
52nd Haze 122nd year of Ascendancy at 20:35 see stats
By CHAINSAW MAN the Thalore Sawbutcher level 18
77th Haze 122nd year of Ascendancy at 12:11 see stats
Log
Emelubeth the cave bear hits CHAINSAW MAN for 106 mind damage.
Emelubeth the cave bear stops burning.
You are unable to move!
Emelubeth the cave bear deactivates Thermal Aura.
Emelubeth the cave bear's mind surges with critical power!
CHAINSAW MAN is on fire!
Emelubeth the cave bear hits CHAINSAW MAN for 97 fire damage.
Emelubeth the cave bear is suffering less.
Burning from Emelubeth the cave bear hits CHAINSAW MAN for 50 fire damage.
Emelubeth the cave bear uses Mind Sear.
Emelubeth the cave bear hits CHAINSAW MAN for 161 mind damage.
CHAINSAW MAN the level 18 thalore sawbutcher was psyched to death by Emelubeth the cave bear on level 1 of Old Forest.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelubeth the cave bear killed CHAINSAW MAN!
Saving game...
Resting starts...
Talent Implant: Medical Injector is ready to use.
Talent Spinal Break is ready to use.
Talent To The Arms is ready to use.
Rested for 6 turns (stop reason: dialog is displayed).
Saving done.
CHAINSAW MAN activates Overheat Saws.
Talent Resonance Field is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!