














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sawbutcher |
Level / Exp | 21 / 42% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 21 on the 61st Haze 122nd year of Ascendancy at 12:15 / 1 |
Primary Stats
Strength | 48 (base 25) |
Dexterity | 27 (base 10) |
Constitution | 67 (base 40) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 39 (base 36) |
Resources
Life | -89/912 |
Stamina | 197/205 |
Steam | 52/100 |
Healing Factor | 1.6339256921677 |
Regeneration | 41.98776501902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 71 |
Accuracy | 35 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 35 |
Crit Chance | 10% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Fire | +10% |
Acid | +18% |
Nature | +3% |
Temporal | +9% |
Darkness | +12% |
Physical | +10% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +40% |
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 34 (38.594633868923%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 9.9238052216851 |
Physical Save | 52 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 31%( 70%) |
All | + 24%( 70%) |
Lightning | + 49%( 70%) |
Light | + 31%( 70%) |
Physical | + 48%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 31%( 70%) |
Fire | + 48%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 100% |
Pinning Resistance | 70% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 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%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 green worm. * You've found the needed black mamba head. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +22 (+8 eff.) Phys.save +11 (+3 eff.) Spell.save +16 (+8 eff.) Mind.save +11 (+6 eff.) HP.reg +2.00 Disease- +20% Confus- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 19% ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +6% mind +6% cold A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% acid On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +9% darkness HP.reg +5.00 Disarm- +70% ---------- misc Stam/turn +0.90 Max.stam +22.00 Light +2 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% temporal Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 19% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +42.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Defense +10 (+4 eff.) Phys.save +18 (+6 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane Phys.save +17 (+5 eff.) Max.HP +144.00 HP.reg +8.00 Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Dmg.mod +6% temporal +5% physical Acc +11 (+5 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% nature +11% blight Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% * 10 arcane resource burn ----- def ----- Resists +9% light +3% cold Spell.save +3 (+1 eff.) HP.reg +1.10 Heal.mod +11% A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +12 lightning On Hit: * 10% chance to slow global speed by 46% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +18% lightning Stun/Frz- +30% A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical Melee Ret 10 physical ----- def ----- Armour +12 Defense +12 (+4 eff.) Fatigue +1% Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 28.75 to 35.93 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 72%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 76 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 4 turns. Its effects scale with your Cunning 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 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 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Dex ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue -6% Res.Cap +4% all Phys.save +14 (+4 eff.) HP.reg +3.00 ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Steamtech/Sawmaiming Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +25% ---------- misc Masteries +0.17 Steamtech/Butchery Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% arcane Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Resists +24% lightning +3% temporal +5% arcane Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +1 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Blind- +20% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +10% cold ----- def ----- Resists +12% fire +12% cold +6% light +22% nature Spell.save +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Armour +10 Resists +12% lightning +14% physical Spell.save +6 (+3 eff.) Disarm- +20% Teleport- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +6% fire Res.pen +5% fire Melee Ret 4 acid ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Resists +9% nature Mind.save +7 (+4 eff.) Max.HP +20.00 Disarm- +20% Confus- +22% Pinning- +27% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning Melee Ret 2 mind ----- def ----- Resists +22% lightning +6% cold +6% mind Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% cold Res.pen +15% cold ----- def ----- Mind.save +9 (+5 eff.) Confus- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% arcane +9% darkness Res.pen +20% darkness +5% blight ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% ----- def ----- Defense +5 (+2 eff.) Resists +7% nature +7% blight Poison- +13% Disease- +12% Knockbk- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +9 (+5 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Mind.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 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 119% 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! |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% 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 +10.0% Phys.pwr +10 (+3 eff.) Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 cold On Crit.r2 +16 mind +16 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Str dps ---------- Dmg.mod +9% cold ----- def ----- Resists +6% mind Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 cold On Hit.r1 +4 light On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +5% arcane +15% fire Crit.chn- 5.00% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +11% Melee+ +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% arcane Melee Ret 4 darkness ----- def ----- Resists +6% darkness Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 mind +5 cold On Hit: * 10% chance to reduce all saves and defense by 20 * Create an explosion dealing 16 acid damage (1/turn) While equipped: Stats +2 Wil +3 Cun +1 Con dps ---------- Dmg.mod +6% acid Res.pen +5% acid +15% blight Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +5% Melee+ 8 fire Dmg.mod +8% fire Res.pen +9% fire ----- def ----- Resists +10% lightning +18% fire +8% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +3% mind Dmg.Resnn +8% ---------- misc Psi/ret +1.10 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. |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +6 (+2 eff.) Spell.pwr +16 (+10 eff.) Dmg.mod +20% physical Acc +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+3 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +6% Resists +11% temporal Disarm- +20% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +11 cold On Crit.r2 +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage While equipped: ----- def ----- Resists +6% nature HP.reg +2.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% temporal On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +2 Die.at -40.00 life Max.HP +33.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +17 (+11 eff.) Res.pen +15% arcane Phasing +20% ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Fatigue -4% Stealth +5 ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.pwr +10 (+7 eff.) Dmg.mod +9% nature +6% arcane Phasing +30% ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Acc +20 (+8 eff.) ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Silence- +10% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning Max.HP +32.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +4 Wil dps ---------- Dmg.mod +3% lightning Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% acid +10% cold ----- def ----- Resists +15% acid +3% temporal +15% darkness +12% blight +21% cold +12% mind +9% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con dps ---------- Mind.crit +1% ----- def ----- Armour +1 Crit.chn- 5.00% Spell.save +3 (+1 eff.) Die.at -80.00 life Disarm- +10% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Mag +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +3 Resists +6% acid ---------- misc Infravis +4 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +6% nature Res.pen +5% temporal On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% nature +20% fire Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +3 Fatigue -3% Resists +9% fire Phys.save +6 (+2 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning +5% acid ----- def ----- Armour +1 Resists +23% lightning +6% temporal A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% light ----- def ----- Armour +1 Resists +3% blight HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+13 eff.) Dmg.mod +9% fire Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +9% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +26% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +9 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Resists +19% darkness +6% acid ---------- misc Light +3 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Apr +1 ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +3.50 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 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 once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Str dps ---------- Dmg.mod +15% darkness Res.pen +25% physical Apr +3 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% mind Spell.save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +4 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +7 (+6 eff.) Melee+ 5 arcane 7 blight Dmg.mod +4% arcane +3% blight Acc +5 (+3 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +5% blight Phys.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.42 to 85.26 lightning damage (56.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Dmg.mod +12% physical ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +6% cold +6% fire ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Phys.pwr +20 (+6 eff.) Acc +5 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +3% Resists +15% acid +15% cold Spell.save +6 (+3 eff.) ---------- misc Stam/ret +1.60 Equi/ret +1.00 Light +2 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% temporal Die.at -20.00 life HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +5 Fatigue +1% Resists +6% blight Crit.chn- 10.00% Mind.save +6 (+3 eff.) Die.at -80.00 life A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +9 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- 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 114.3 Physical damage. If the attack hits, the target is confused (33% 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Spell.crit +1% Res.pen +5% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +3 Cun +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/ret +1.00 Equi/ret +0.90 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +1 Dex ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +9% nature +6% blight Crit.chn- 10.00% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +3% cold +3% temporal Phys.save +11 (+3 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +20 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +6% fire +9% darkness +3% temporal Max.HP +80.00 Heal.mod +5% Disease- +20% Pinning- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +6% temporal Crit.chn- 5.00% Spell.save +9 (+4 eff.) Max.HP +44.00 Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% mind Res.pen +5% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Phys.save +3 (+1 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phasing +20% ----- def ----- Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Light +6 See.Stealth +6 See.Invis +8 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 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 123] simple healing salve [power 123]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 123 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +6% mind Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +1.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 134 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Ryu O I Sawbone the Skeleton Sawbutcher level 20
60th Haze 122nd year of Ascendancy at 01:14 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 10
10th Mirth 122nd year of Ascendancy at 07:41 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 20
59th Haze 122nd year of Ascendancy at 05:08 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 18
64th Dusk 122nd year of Ascendancy at 19:29 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 11
10th Flare 122nd year of Ascendancy at 13:53 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 15
32nd Dusk 122nd year of Ascendancy at 19:05 see stats
By Ryu O I Sawbone the Skeleton Sawbutcher level 15
30th Dusk 122nd year of Ascendancy at 04:16 see stats
Log
Shadow's armor corrodes!
Black jelly is weakened by the darkness!
Tempest of Metal misses Gada the giant eel.
Gada the giant eel slows down.
Gada the giant eel's armor corrodes!
Gada the giant eel is disarmed!
Black jelly absorbs some damage. Gada the giant eel is closer to nature.
Ryu O I Sawbone hits Gada the giant eel for (25 deflected), 27 physical, 0 arcane, (6 deflected), 7 physical, (2 deflected), 2 lightning, 0 arcane (36 total damage).
Tempest of Metal hits Shadow for 6 physical, 6 lightning, 5 arcane (17 total damage).
Tempest of Metal hits Gada the giant eel for (3 deflected), 4 physical, (2 deflected), 2 lightning, 0 arcane (6 total damage).
Tempest of Metal hits Black jelly for 12 physical, 0 arcane, 5 physical, 5 lightning, 0 arcane (22 total damage).
Tempest of Metal hits Shadow for 9 physical, 6 lightning, 5 arcane (20 total damage).
Melee retaliation hits War hound for 6 physical damage.
War hound hits Ryu O I Sawbone for 70 physical damage.
Shadow hits Ryu O I Sawbone for 16 physical damage.
Melee retaliation hits Shadow for 6 physical damage.
Melee retaliation hits Shadow for 5 physical damage.
Bleeding from Ryu O I Sawbone hits Shadow for 1 physical damage.
Bleeding from Ryu O I Sawbone hits Shadow for 1 physical damage.
Shadow hits Ryu O I Sawbone for 17 physical damage.
Bleeding from Ryu O I Sawbone hits Gada the giant eel for (3 deflected), 4 physical (4 total damage).
Ryu O I Sawbone activates Saw Wheels.
Ryu O I Sawbone is confused and fails to use Attack.
black jelly oozes over the ground!!
Black jelly absorbs some damage. Gada the giant eel is closer to nature.
Bleeding from Ryu O I Sawbone hits Black jelly for 2 physical damage.
Melee retaliation hits War hound for 6 physical damage.
War hound hits Ryu O I Sawbone for 70 physical damage.
Ryu O I Sawbone the level 21 skeleton sawbutcher was raked to death by a war hound on level 2 of Lake of Nur.