















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Orcs |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 30 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Commander Fralor at level 1 on the 10th Retaking 124th year of Ascendancy at 16:10 / 50Killed by sunwall guard at level 6 on the 13rd Retaking 124th year of Ascendancy at 03:56 Killed by sun-mage at level 6 on the 13rd Retaking 124th year of Ascendancy at 05:10 Killed by sun paladin at level 7 on the 14th Retaking 124th year of Ascendancy at 03:09 Killed by sun paladin at level 7 on the 14th Retaking 124th year of Ascendancy at 17:56 Killed by sunwall vindicator at level 7 on the 14th Retaking 124th year of Ascendancy at 19:00 Killed by sunwall guard at level 8 on the 14th Retaking 124th year of Ascendancy at 21:38 Killed by Outpost Leader John at level 8 on the 15th Retaking 124th year of Ascendancy at 00:46 Killed by Emutha the whitehoof ghoul at level 16 on the 24th Retaking 124th year of Ascendancy at 09:54 Killed by Eilinariann the ghoulking at level 16 on the 25th Retaking 124th year of Ascendancy at 01:08 Killed by Gloratta the whitehoof ghoul at level 16 on the 25th Retaking 124th year of Ascendancy at 01:42 Killed by Velethra the whitehoof hailstorm at level 17 on the 25th Retaking 124th year of Ascendancy at 11:22 Killed by Velywen the whitehoof ghoul at level 17 on the 25th Retaking 124th year of Ascendancy at 21:12 Killed by electric eel at level 17 on the 25th Retaking 124th year of Ascendancy at 23:28 Killed by Xibeth the squid at level 17 on the 26th Retaking 124th year of Ascendancy at 00:13 Killed by Betothra the whitehoof hailstorm at level 17 on the 26th Retaking 124th year of Ascendancy at 01:05 Killed by ink squid at level 17 on the 26th Retaking 124th year of Ascendancy at 06:43 Killed by Nektosh the One-Horned at level 18 on the 26th Retaking 124th year of Ascendancy at 16:24 Killed by Nektosh the One-Horned at level 18 on the 26th Retaking 124th year of Ascendancy at 17:45 Killed by Nektosh the One-Horned at level 18 on the 26th Retaking 124th year of Ascendancy at 18:39 Killed by Belonne the mecharachnid warrior at level 19 on the 34th Retaking 124th year of Ascendancy at 04:37 Killed by bloated horror at level 20 on the 1st Revenge 124th year of Ascendancy at 02:47 Killed by dream seed at level 20 on the 1st Revenge 124th year of Ascendancy at 03:33 Killed by dreaming horror at level 20 on the 1st Revenge 124th year of Ascendancy at 05:52 Killed by dreaming horror at level 20 on the 1st Revenge 124th year of Ascendancy at 07:17 Killed by dreaming horror at level 20 on the 1st Revenge 124th year of Ascendancy at 09:44 Killed by multi-hued drake at level 21 on the 2nd Revenge 124th year of Ascendancy at 07:56 Killed by Grgglck's Tentacle at level 21 on the 2nd Revenge 124th year of Ascendancy at 18:00 Killed by oozing horror at level 21 on the 2nd Revenge 124th year of Ascendancy at 22:36 Killed by Poralranne the brown bear at level 22 on the 9th Revenge 124th year of Ascendancy at 14:56 Killed by Lisurin the brown bear at level 22 on the 9th Revenge 124th year of Ascendancy at 18:53 Killed by Gatta the sabertooth tiger at level 23 on the 10th Revenge 124th year of Ascendancy at 10:00 Killed by Star Gazer at level 24 on the 10th Revenge 124th year of Ascendancy at 21:48 Killed by Betisenne the ninurlhing at level 24 on the 31st Revenge 124th year of Ascendancy at 09:06 Killed by Iarot the onilug at level 25 on the 32nd Revenge 124th year of Ascendancy at 01:46 Killed by Emelowe the gigantic gravity worm at level 25 on the 32nd Revenge 124th year of Ascendancy at 15:49 Killed by Gokira the cold drake hatchling at level 26 on the 32nd Revenge 124th year of Ascendancy at 19:02 Killed by Polasenor the temporal stalker at level 26 on the 33rd Revenge 124th year of Ascendancy at 07:50 Killed by Polasenor the temporal stalker at level 26 on the 33rd Revenge 124th year of Ascendancy at 09:38 Killed by Ngoladha the wretchling at level 27 on the 33rd Revenge 124th year of Ascendancy at 14:40 Killed by High Sun Paladin Aeryn at level 27 on the 37th Revenge 124th year of Ascendancy at 03:20 Killed by High Sun Paladin Aeryn at level 27 on the 37th Revenge 124th year of Ascendancy at 08:13 Killed by elven astromancer at level 27 on the 37th Revenge 124th year of Ascendancy at 09:17 Killed by sun-mage at level 27 on the 37th Revenge 124th year of Ascendancy at 10:46 Killed by Xerarenne the sunwall guard at level 27 on the 37th Revenge 124th year of Ascendancy at 16:16 Killed by Glilrawe the halfling pyremaster at level 28 on the 38th Revenge 124th year of Ascendancy at 09:00 Killed by Glilrawe the halfling pyremaster at level 28 on the 38th Revenge 124th year of Ascendancy at 09:59 Killed by Mayanor the sunwall vindicator at level 29 on the 38th Revenge 124th year of Ascendancy at 12:40 Killed by Bethymira the sunwall vindicator at level 29 on the 38th Revenge 124th year of Ascendancy at 13:38 Killed by Isimissra the sun-mage at level 30 on the 38th Revenge 124th year of Ascendancy at 23:54 |
Primary Stats
| Strength | 55 (base 40) |
| Dexterity | 64 (base 31) |
| Constitution | 29 (base 17) |
| Magic | 20 (base 19) |
| Willpower | 23 (base 10) |
| Cunning | 47 (base 42) |
Resources
| Life | -378/1140 |
| Steam | 52/100 |
| Healing Factor | 1.7624687383468 |
| Regeneration | 5.728023399627 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 46 |
| Crit Chance | 32% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Mind | +15% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +12% |
| Physical | +17% |
| Temporal | +17% |
| Blight | +17% |
| Arcane | +12% |
| Fire | +36% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 52.317011280365 (72.903125182002%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 28 |
| Physical Save | 50 |
| Spell Save | 39 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 15%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 28% |
| Poison Resistance | 0% |
| Blind Resistance | 20% |
| Silence Resistance | 21% |
| Teleport Resistance | 100% |
| Pinning Resistance | 10% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| detrimental effect | The target is on fire, taking 23.43 fire damage per turn. Burning |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Increases maximum life and stamina by 22%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| beneficial effect | Reduces physical damage received by 15% and provides a 8% chance to ignore critical hits. Juggernaut |
| detrimental effect | Huge cut that bleeds, doing 21.24 physical damage per turn. Bleeding |
| detrimental effect | The target is suffering from distracting wounds, and has a 6% chance to fail to use a talent and injure itself for 166 physical damage. Fumble |
| detrimental effect | Ettt is fed upon by Isimissra the sun-mage. Fed Upon |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 60%. Scoundrel's Strategies |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | invigorating pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Phys.save +6 (+2 eff.) Max.HP +35.00 Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +0.20 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Cinderwolf the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+3 eff.) Dmg.mod +3% mind Res.pen +15% fire Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +10 (+4 eff.) Resists +3% mind Phys.save +21 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Olukalthosus (30 def, 9 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +11 Dex dps ---------- Dmg.mod +12% mind Melee Ret 10 physical ----- def ----- Armour +9 Defense +30 (+10 eff.) Fatigue +3% ---------- misc Stam/turn +2.00 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 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 153.4 Physical damage. If the attack hits, the target is confused (41% 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. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour) 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +7 Phys.save +17 (+6 eff.) Spell.save +7 (+2 eff.) Mind.save +13 (+4 eff.) Max.HP +53.00 Disarm- +30% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 32.0 - 35.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +17 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Mayuma' (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Dex +2 Mag +4 Wil +2 Cun dps ---------- Res.pen +10% temporal ----- def ----- Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +48.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| On fingers | steel ring 'Drevon'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Con dps ---------- Res.pen +5% arcane ----- def ----- Resists +6% fire +4% physical Spell.save +12 (+4 eff.) Mind.save +9 (+3 eff.) Blind- +20% Confus- +28% Knockbk- +20% ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | gold amulet 'Suntide'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Melee Ret 4 light On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +15% light +15% mind +5% arcane Amulets make your neck look great! |
| In main hand | stralite steamsaw 'Blazethorn' (31-46 power, 12 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +16.0% Atk.spd 100% Block +76 Melee+ +21 nature On Crit.r2 +12 lightning +57 fire Uses 1.0 Steam While equipped: Stats +3 Dex +1 Con dps ---------- All.spd +5% Res.pen +5% lightning +14% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Crit.dmg- 15.00% ---------- misc See.Invis +6 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 | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Infernotide the dwarven-steel steamsaw (34-50 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +50 Melee+ +12 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% blight +3% fire Res.pen +10% blight +10% physical Acc +12 (+4 eff.) Apr +15 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +4 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 16 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +13% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
heroism infusion of the psychic (die at -397; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -397 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 793 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 93; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 93 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: Fiery 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. |
schematic: Fungal Web0.1 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: Spike Attachment0.1 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 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. |
stralite battleaxe 'Bokychak' (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 29 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Mag +1 Wil dps ---------- Phys.crit +13.0% S.pwr/crit +4 Dmg.mod +9% arcane +16% fire Res.pen +35% fire Melee Ret 2 blight Massive two-handed battleaxes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
elemental stralite dagger of projection (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 29 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +16% fire Res.pen +18% fire Sharp, short and deadly. |
stralite dagger of rage (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) Sharp, short and deadly. |
truestriking steel dagger of phasing (12-16 power, 13 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +5.0% Atk.spd 100% Phasing +12% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+3 eff.) Apr +6 Sharp, short and deadly. |
warbringer's stralite dagger of corruption (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
balanced stralite longsword of enduring (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Wil +11 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Max.HP +36.00 Disarm- +29% Sharp, long, and deadly. |
warbringer's stralite longsword of erosion (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +14% Sharp, long, and deadly. |
balanced stralite mace of evisceration (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+3 eff.) Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +29% Blunt and deadly. |
stormbringer's dwarven-steel mace of massacre (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +13 lightning +22 cold While equipped: dps ---------- Mov.spd +25% Res.pen +10% lightning +10% cold Blunt and deadly. |
pulsing mindstar 'Lisiwe' (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Cun +1 Str dps ---------- Mind.crit +5% Crit.mult +13.00% Mind.pwr +15 (+7 eff.) Melee+ 5 mind 11 darkness Dmg.mod +6% mind +6% darkness Res.pen +10% mind ---------- misc Hate/m.crit +5.00 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. |
wrathful pulsing mindstar of venom (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +13% Mind.pwr +8 (+4 eff.) Melee+ 9 acid Dmg.mod +8% acid Res.pen +8% acid ----- def ----- Resists +13% acid HP.reg +2.00 ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 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. |
Emelolenne (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +18.0% Spell.crit +8% Spell.pwr +22 (+11 eff.) Melee+ 57 arcane Dmg.mod +18% acid +20% physical +3% blight Melee Ret 2 acid 6 blight ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +84.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+5 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Xanyyann the elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +6 Dex +5 Mag +5 Cun dps ---------- Spell.crit +11% Mind.crit +2% Spell.pwr +12 (+6 eff.) Dmg.mod +25% cold Res.pen +15% blight ----- def ----- Phys.save +9 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +5% Spell.pwr +24 (+12 eff.) Dmg.mod +30% darkness ----- def ----- Armour +5 Hardiness +3% Phys.save +9 (+3 eff.) ---------- misc Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +21 (+10 eff.) Dmg.mod +25% lightning ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of protection (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% acid ----- def ----- Resists +12% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of protection (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +18 (+9 eff.) Melee+ 23 fire Dmg.mod +25% blight ----- def ----- Resists +12% blight ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of channeling (25-30 power, 5 apr, light element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Phys.pwr +5 (+2 eff.) Spell.pwr +27 (+13 eff.) Dmg.mod +25% light Acc +5 (+1 eff.) ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff of wizardry (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +25% light ----- def ----- Resists +6% darkness +7% temporal Def/telep +6 Res/telep +17% Dur/telep +21% ---------- misc Max.mana +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady stralite steamgun of fire4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +9 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% fire Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of true flight4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +14 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+3 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
caustic dwarven-steel steamsaw of enduring (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Nature/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 On Crit.r2 +19 acid +17 nature Uses 1.0 Steam While equipped: Stats +9 Wil +12 Con dps ---------- Res.pen +9% acid +15% nature Apr +8 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Max.HP +10.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
corrosive dwarven-steel steamsaw of evisceration (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) On Melee Ret: * 12% chance to reduce armor by 22% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +10% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Sunblast' (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +20 fire On Hit.r1 +8 fire On Hit: * 10% chance to reduce damage dealt by 16% Uses 1.0 Steam While equipped: Stats +10 Str +5 Dex +3 Mag +9 Wil +6 Cun +5 Con dps ---------- Dmg.mod +6% fire +3% darkness +8% physical Acc +22 (+7 eff.) ----- def ----- Armour +4 Defense +14 (+5 eff.) Fatigue +8% Disarm- +28% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing steel waraxe of massacre (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage One-handed war axes. |
monstrous hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +14% mind +15% darkness +13% all Phys.save +14 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of light (+13%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Resists +27% light +14% mind +13% darkness +13% all Phys.save +14 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +30 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +17% nature ----- def ----- Resists +25% nature +11% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering Rags of the Sanctuary of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +10% light +14% arcane ----- def ----- Resists +15% light +7% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +9% blight +13% all Max.HP +40.00 HP.reg +3.80 Heal.mod +11% Poison- +26% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of lightning (+22%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +14% nature +15% lightning ----- def ----- Resists +22% lightning +13% all Poison- +40% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starwaker (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +18% light Res.pen +25% nature Melee Ret 8 nature ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
psychic's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +17.0% Spell.crit +8% Mind.crit +11% Crit.mult +8.00% Melee+ 9 mind Dmg.mod +7% mind ----- def ----- Armour +3 Resists +5% mind Unarmed combat: Power 32.0 - 35.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +13.0% Atk.spd 100% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +10% Crit.mult +11.00% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.20 Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+3 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.15 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: Stats +0 Cun dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% 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 153.4 Physical damage. If the attack hits, the target is confused (41% 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. |
bladed hardened leather hat of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +3 Fatigue +3% 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 153.4 Physical damage. If the attack hits, the target is confused (41% 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 hat made of leather. Very stylish. |
prismatic stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% cold +16% light +16% darkness A suit of armour made of mail. |
radiant dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +18% cold +16% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% blight +26% darkness +7% mind Mind.save +18 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
nimble reinforced leather armour of lightning resistance (18 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +27% lightning A suit of armour made of leather. |
reinforced leather armour 'Bethyldatira' (12 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Melee+ 16 acid 13 fire Res.pen +25% mind Melee Ret 9 acid 12 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +16% acid +19% cold +18% fire +5% arcane +8% mind Mind.save +18 (+6 eff.) A suit of armour made of leather. |
reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +16 (+6 eff.) A suit of armour made of leather. |
troll-hide reinforced leather armour of the deep (12 def, 11 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +11 Defense +12 (+4 eff.) Fatigue +8% Resists +8% acid +9% cold Max.HP +30.00 HP.reg +8.20 Heal.mod +18% ---------- misc Breathe water A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 17 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +17 Defense +9 (+3 eff.) Fatigue +8% Resists +8% acid +10% fire +16% physical +7% cold ---------- misc Breathe water A suit of armour made of leather. |
2 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. |
45 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
dream-smith's dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% mind +8% fire ----- def ----- Mind.save +7 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 30.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 30.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
powerful fiery salve [power 15] powerful fiery salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 205] powerful healing salve [power 205]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 205 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 177] powerful pain suppressor salve [power 177]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -177 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 0 Call a trained yeti for help. Uses 1 power out of 0/8 Call a trained yeti to your side. |
mastercraft winterchill edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
focusing steel torque of mindblast [power 165] (10/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 95 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive elven-wood wand of conjuration [power 295] (10/15 cooldown)2.0 T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 152 fire damage Puts all charms on 15 cooldown 100% to gain a 25% 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By ettt the Orc Sawbutcher level 8
15th Retaking 124th year of Ascendancy at 01:01 see stats
I did not want that! (Exploration mode)
Tricked Nektosh into killing one of his own people.By ettt the Orc Sawbutcher level 18
26th Retaking 124th year of Ascendancy at 17:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By ettt the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 04:44 see stats
Level 20 (Exploration mode)
Got a character to level 20.By ettt the Orc Sawbutcher level 20
1st Revenge 124th year of Ascendancy at 02:01 see stats
Level 30 (Exploration mode)
Got a character to level 30.By ettt the Orc Sawbutcher level 30
38th Revenge 124th year of Ascendancy at 20:23 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By ettt the Orc Sawbutcher level 30
38th Revenge 124th year of Ascendancy at 21:53 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By ettt the Orc Sawbutcher level 16
24th Retaking 124th year of Ascendancy at 10:32 see stats
The Good, The Bad, and The Yeti (Exploration mode)
Use mind-controlled yetis to kill 30 foes.By ettt the Orc Sawbutcher level 21
2nd Revenge 124th year of Ascendancy at 01:23 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By ettt the Orc Sawbutcher level 28
37th Revenge 124th year of Ascendancy at 22:52 see stats
Log
Isimissra the sun-mage casts Firebeam.
Isimissra the sun-mage casts Searing Light.
Isimissra the sun-mage hits ettt for (21 blocked), 0 fire, (88 blocked), 0 light (0 total damage).
Ettt uses To The Arms.
Isimissra the sun-mage starts to bleed.
Isimissra the sun-mage is on fire!
Tempest of Metal performs a melee critical strike against Isimissra the sun-mage!
Isimissra the sun-mage redirects the effect 'Bleeding'!
Shadow starts to bleed.
Shadow is on fire!
Shadow's is vulnerable to attacks and effects!
Tempest of Metal performs a melee critical strike against Shadow!
Isimissra the sun-mage is suffering and fails to concentrate on dealing damage.
Melee retaliation hits ettt for 6 light, 6 light, 6 light, 6 light (25 total damage).
Tempest of Metal hits Shadow for 6 lightning, 29 fire, 37 physical, 26 physical, 8 physical, 18 fire, 10 nature, 18 fire, 8 physical, 6 blight, 18 fire (187 total damage).
Tempest of Metal hits Isimissra the sun-mage for 15 physical, 21 physical, 7 physical, 16 fire, 7 nature, 16 fire, 5 lightning, 26 fire, 8 physical, 5 blight, 16 fire (142 total damage).
ettt hits Isimissra the sun-mage for 61 physical, 7 nature, 16 fire (84 total damage).
Shadow hits ettt for 9 physical damage.
Burning from Ettt hits Shadow for 18 fire damage.
Bleeding from Ettt hits Shadow for 5 physical damage.
Melee retaliation hits Shadow for 20 physical, 4 light, 5 fire (29 total damage).
Isimissra the sun-mage's light area effect hits ettt for 19 light damage.
Bleeding from Ettt hits Isimissra the sun-mage for 8 physical damage.
Burning from Ettt hits Isimissra the sun-mage for 21 fire damage.
Burning from Ettt hits ettt for 7 fire damage.
Bleeding from Ettt hits ettt for 7 physical damage.
Isimissra the sun-mage casts Sun Flare.
Ettt resists the blinding light!
Isimissra the sun-mage's spell attains critical power!




















































































































