


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Sawbutcher |
Level / Exp | 32 / 63% |
Size | big |
Lifes / Deaths | Killed by The Divine Writhing Mass at level 32 on the 48th Pyre 123rd year of Ascendancy at 05:03 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 81 (base 40) |
Dexterity | 34 (base 15) |
Constitution | 74 (base 33) |
Magic | 12 (base 10) |
Willpower | 39 (base 17) |
Cunning | 90 (base 53) |
Resources
Life | -441/1248 |
Equilibrium | 0 |
Steam | 95/115 |
Healing Factor | 1.6251494609762 |
Regeneration | 29.657970635923 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +106% |
Vision
Sight | 8 |
Lite | -2 |
Infravision | 11 |
See Stealth | 64.862337278037 |
See Invisible | 84.862337278037 |
Offense: Mainhand
Damage | 123 |
Accuracy | 51 |
Crit Chance | 28% |
APR | 18 |
Speed | 0.91 |
Offense: Offhand
Damage | 65 |
Accuracy | 51 |
Crit Chance | 28% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Light | +30% |
Nature | +20% |
Darkness | +20% |
Cold | +18% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Darkness | +35% |
Fire | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 80.139431127222 (100%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 49 |
Physical Save | 46 |
Spell Save | 35 |
Mental Save | 48 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 48%( 70%) |
All | + 15%( 70%) |
Darkness | + 44%( 80%) |
Light | + 27%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 23%( 70%) |
Fire | + 27%( 70%) |
Lightning | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 10% |
Pinning Resistance | 32% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. |
Implants | Effective talent level: 2.5 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 137% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 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 137% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed pouch of faeros ash. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed pouch of luminous horror dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Armour +3 Resists +18% lightning +10% temporal +18% cold Spell.save +6 (+3 eff.) Die.at -80.00 life Disease- +20% Disarm- +20% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 19 Ranged+ +20 darkness On Hit.r1 +20 darkness +20 arcane On Crit.r2 +12 darkness On Hit: * 20% chance to reduce all saves and defense by 28 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Dex +2 Cun +4 Mag dps ---------- Dmg.mod +15% acid +20% darkness ----- def ----- Crit.chn- 15.00% Max.HP +64.00 ---------- misc Infravis +11 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Cun +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Mind.save +15 (+5 eff.) Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +3% darkness Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +63.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +3% lightning Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +77 On Hit.r1 +8 darkness On Hit: * splashes acid on your target dealing 43 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +6 Str +9 Dex dps ---------- Phys.spd +10% Res.pen +20% darkness Acc +11 (+4 eff.) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% acid +6% darkness ---------- 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 | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +7 Cun +1 Dex dps ---------- Crit.mult +5.00% Res.pen +5% darkness ----- def ----- Defense +10 (+3 eff.) Max.HP +30.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +77 Melee+ +8 cold On Hit.r1 +12 cold On Crit.r2 +8 nature +40 fire On Hit: 20% Netherblast 4 On Hit: * splashes acid on your target dealing 57 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +10 Con +10 Wil dps ---------- All.spd +6% Dmg.mod +18% cold Res.pen +12% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Max.HP +30.00 ---------- misc Talents +2 Block On Spell Hit: 20% Netherblast 4 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +15% light +15% fire ----- def ----- Armour +16 Defense +22 (+7 eff.) Resists +18% lightning +3% fire +16% cold Phys.save +24 (+8 eff.) Spell.save +18 (+8 eff.) Mind.save +11 (+4 eff.) Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +14 Hardiness +20% Fatigue +25% Resists +9% acid +7% physical +7% fire +7% lightning +5% cold Disarm- +23% Stun/Frz- +21% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.34 Max.mana +37.00 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +9 (+3 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 46.0 - 69.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +3 Dex +7 Mag +3 Wil dps ---------- Spell.pwr +13 (+5 eff.) Phys.spd +10% Acc +26 (+9 eff.) Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 35.0 - 45.5 Physical Uses 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +17 acid +17 nature While equipped: dps ---------- Res.pen +13% acid +16% nature Apr +9 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 50.0 - 75.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +13% physical Acc +14 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +23 (+8 eff.) Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +7 (+3 eff.) Apr +9 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 27.31 mind damage, 31.40 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 2.22 mind and 2.56 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T4 mindstar 1H weapon [Rare] 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 +2 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +13 (+4 eff.) Dmg.mod +15% mind On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +18% nature Spell.save +7 (+4 eff.) ---------- misc Psi/ret +0.12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 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 +4% Mind.pwr +14 (+5 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +41.00 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] 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 +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 8 physical Dmg.mod +17% physical Res.pen +13% physical ----- def ----- Resists +16% physical ---------- 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. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +20 arcane On Crit.r2 +20 nature While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Resists +9% blight +6% fire +27% cold Stun/Frz- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 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: dps ---------- Spell.crit +4% Spell.pwr +12 (+5 eff.) Dmg.mod +15% acid +25% cold +24% mind Res.pen +15% acid ----- def ----- Armour +7 Hardiness +10% Resists +6% lightning Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% physical On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +16% temporal Disarm- +24% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +15 (+5 eff.) One-handed war axes. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +8 Wil ----- def ----- Resists +17% blight +13% all Max.HP +53.00 HP.reg +3.00 Heal.mod +21% ---------- misc Mana/turn +0.21 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +7 Dex +5 Cun +3 Con ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue -1% Crit.chn- 10.00% Phys.save +27 (+9 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% Resists +11% nature +8% blight A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +5 Fatigue +5% Resists +9% fire +8% cold A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +4.00 Heal.mod +16% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Max.HP +42.00 HP.reg +17.30 Heal.mod +15% ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Max.HP +32.00 HP.reg +9.50 Heal.mod +14% ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +20 Defense +12 (+4 eff.) Fatigue +8% Resists +19% acid +18% fire +17% physical A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 cold Melee Ret 9 ice ----- def ----- Armour +10 Fatigue +8% Resists +14% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +8 Fatigue +8% Resists +20% cold +12% physical Shield.near.proj +50 Proj.slow +23% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master Power 71.0 - 99.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +32.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +1 Str dps ---------- Acc +15 (+5 eff.) ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Stam/turn +3.00 Light +3 See.Stealth +5 See.Invis +15 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 232] powerful healing salve [power 232]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 232 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Normal] Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Inceklle the Thalore Sawbutcher level 23
17th Regrowth 123rd year of Ascendancy at 07:31 see stats
By Inceklle the Thalore Sawbutcher level 18
18th Dusk 122nd year of Ascendancy at 00:30 see stats
By Inceklle the Thalore Sawbutcher level 19
35th Dusk 122nd year of Ascendancy at 21:05 see stats
By Inceklle the Thalore Sawbutcher level 28
58th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Inceklle the Thalore Sawbutcher level 10
1st Mirth 122nd year of Ascendancy at 21:16 see stats
By Inceklle the Thalore Sawbutcher level 20
37th Dusk 122nd year of Ascendancy at 10:51 see stats
By Inceklle the Thalore Sawbutcher level 30
1st Time of Balance 123rd year of Ascendancy at 01:38 see stats
By Inceklle the Thalore Sawbutcher level 21
23rd Haze 122nd year of Ascendancy at 00:47 see stats
By Inceklle the Thalore Sawbutcher level 27
51st Regrowth 123rd year of Ascendancy at 19:40 see stats
By Inceklle the Thalore Sawbutcher level 29
80th Regrowth 123rd year of Ascendancy at 20:33 see stats
By Inceklle the Thalore Sawbutcher level 10
2nd Mirth 122nd year of Ascendancy at 23:23 see stats
By Inceklle the Thalore Sawbutcher level 21
3rd Regrowth 123rd year of Ascendancy at 01:14 see stats
By Inceklle the Thalore Sawbutcher level 26
50th Regrowth 123rd year of Ascendancy at 04:11 see stats
By Inceklle the Thalore Sawbutcher level 17
7th Dusk 122nd year of Ascendancy at 00:53 see stats
Log
Inceklle activates Saw Wheels.
Inceklle HEALS from nature damage!
Thorn Grab from Layiranne the corrupted protoplasmic controller hits Inceklle for 33 nature, 16 healing (33 total damage) [16 healing].
Dark Whispers from The Divine Writhing Mass hits Inceklle for 31 darkness damage.
Inceklle HEALS from acid damage!
Something hits Inceklle for 0 acid, 36 healing (0 total damage) [36 healing].
Something hits Inceklle for 124 fire damage.
Inceklle HEALS from nature damage!
Thorn Grab from Layiranne the corrupted protoplasmic controller hits Inceklle for 33 nature, 16 healing (33 total damage) [16 healing].
Dark Whispers from The Divine Writhing Mass hits Inceklle for 93 darkness damage.
Inceklle is free of the entropy.
Inceklle regains their strength.
Inceklle's saw motors are back to normal.
Inceklle HEALS from nature damage!
Thorn Grab from Layiranne the corrupted protoplasmic controller hits Inceklle for 33 nature, 16 healing (33 total damage) [16 healing].
Dark Whispers from The Divine Writhing Mass hits Inceklle for 80 darkness damage.
Inceklle is no longer attuned.
Inceklle HEALS from nature damage!
Thorn Grab from Layiranne the corrupted protoplasmic controller hits Inceklle for 0 nature, 17 healing (0 total damage) [17 healing].
Dark Whispers from The Divine Writhing Mass hits Inceklle for 130 darkness damage.
Inceklle attunes to the damage.
Inceklle HEALS from nature damage!
Thorn Grab from Layiranne the corrupted protoplasmic controller hits Inceklle for 39 nature, 17 healing (39 total damage) [17 healing].
Dark Whispers from The Divine Writhing Mass hits Inceklle for 69 darkness damage.
Inceklle the level 32 thalore sawbutcher was shadowed to death by The Divine Writhing Mass on level 1 of The Godfeaster.