




















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
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.
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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 38 / 8% |
Size | big |
Lifes / Deaths | Killed by Gairbhon the human at level 38 on the 4th Remembrance 125th year of Ascendancy at 15:11 / 1 |
Primary Stats
Strength | 118 (base 41) |
Dexterity | 19 (base 10) |
Constitution | 74 (base 60) |
Magic | 16 (base 10) |
Willpower | 45 (base 10) |
Cunning | 78 (base 28) |
Resources
Life | -272/1247 |
Steam | 98/100 |
Healing Factor | 1.6451494609761 |
Regeneration | 25.087509859955 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Stealth | 47 |
See Invisible | 47 |
Offense: Mainhand
Damage | 162 |
Accuracy | 69 |
Crit Chance | 79% |
APR | 59 |
Speed | 1.00 |
Offense: Offhand
Damage | 80 |
Accuracy | 69 |
Crit Chance | 79% |
APR | 59 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Fire | +37% |
Temporal | +3% |
Nature | +12% |
Physical | +27% |
Cold | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +34% |
Acid | +15% |
Fire | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 45.317011280365 (72.903125182002%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 36 |
Mental Save | 51 |
Defense: Resistances
Acid | + 32%( 80%) |
Lightning | + 52%( 70%) |
Nature | + 23%( 70%) |
Cold | + 50%( 70%) |
Physical | + 52%( 75%) |
Fire | + 68%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 40% |
Confusion Resistance | 15% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 40% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 62%. Its effects scale with your Cunning 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 135% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Physical save +15 (+5 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (102 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (173 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +15 (+5 eff.) Damage +10% physical defense ------ Defense +12 (+4 eff.) Resistance +15% fire Mind save +15 (+5 eff.) other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | ![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 2.4 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +13 Cun +12 Wil offense ------ Mindpower +20 (+6 eff.) Damage +3% temporal +14% cold +6% fire defense ------ Resistance +12% fire +28% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Spell save +13 (+6 eff.) Life +43.00 Life Regen +6.00 Healmod +15% other ------- Max stamina +22.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +7 (+2 eff.) Damage +12% nature +21% fire Ignore resists +20% nature +10% fire When Hit 4 nature 4 lightning defense ------ Resistance +9% nature Mind save +7 (+2 eff.) Confus Resist +15% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +97 On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +12.0% Physical Power +12 (+3 eff.) Ignore resists +9% physical Accuracy +20 (+5 eff.) Ignore Armor +10 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- 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! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +8 Cun +8 Lck offense ------ Physical Crit +8.0% Mind Crit +7% defense ------ Stealth +7 other ------- Disarm Traps +10 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +107 Uses 1.0 Steam While equipped: Stats +6 Str offense ------ Damage +12% physical Ignore resists +10% physical Accuracy +29 (+7 eff.) Ignore Armor +13 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- 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! |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Wil +3 Con offense ------ Mindpower +10 (+3 eff.) Accuracy +10 (+2 eff.) defense ------ Defense +32 (+9 eff.) Resistance +30% lightning Stun Resist +50% other ------- Psi when Hit +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +4 Str +6 Mag +12 Wil +5 Cun offense ------ Physical Crit +8.0% Spell Crit +6% Mind Crit +8% Physical Power +14 (+4 eff.) Spellpower +16 (+8 eff.) Mindpower +13 (+4 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +13% lightning Mind save +16 (+5 eff.) Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil defense ------ Resistance +10% nature +10% blight Poison Resist +29% Disease Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +9 (+3 eff.) Resist unseen 12% other ------- Masteries +0.18 Steamtech/Battle machinery +0.18 Steamtech/Furnace Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +19% light +18% darkness Blind Resist +30% other ------- Masteries +0.18 Steamtech/Chemistry +0.18 Steamtech/Battlefield management Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% nature +12% fire When Hit 2 light 2 fire defense ------ Resistance +7% blight +6% fire +18% nature +6% light Poison Resist +14% Disease Resist +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +9 (+4 eff.) Move Speed +14% Accuracy +9 (+2 eff.) defense ------ Defense +7 (+2 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ Spellpower +6 (+3 eff.) defense ------ Blind Resist +25% other ------- Infravision +4 See Stealth +8 See Invis +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Spell save +12 (+5 eff.) other ------- Max stamina +10.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +26% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +13% lightning defense ------ Resistance +26% lightning Physical save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Accuracy +11 (+3 eff.) Ignore Armor +9 defense ------ Defense +13 (+4 eff.) Spell save +6 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 temporal On-Hit, radius 1 +8 cold On-crit, radius 2 +4 cold On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +13 (+3 eff.) Damage +15% fire Ignore resists +10% fire defense ------ Resistance +10% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Arcane Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +16 arcane +21 cold On-crit, radius 2 +8 arcane While equipped: offense ------ Mind Crit +2% defense ------ Resistance +9% mind Mind save +18 (+6 eff.) other ------- EQ when Hit +0.08 Max hate +10.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +10 acid +20 nature On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +6 (+2 eff.) Ignore resists +10% acid +11% nature Ignore Armor +8 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Psionic Weapon Damage 46.5 - 65.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +8 Str +8 Dex +11 Mag +6 Wil +8 Cun +7 Con Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 47.5 - 66.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +13 nature While equipped: Stats +8 Str +7 Dex +8 Mag +13 Wil +8 Cun +10 Con Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +19 lightning +20 cold While equipped: Stats +5 Con +5 Wil offense ------ Move Speed +26% Ignore resists +9% lightning +6% cold defense ------ Life +36.00 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +19 lightning +25 cold While equipped: offense ------ Physical Crit +9.0% Critical power +22.00% Move Speed +30% Ignore resists +8% lightning +10% cold Ignore Armor +9 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Critical power +12.00% Ignore resists +8% physical Accuracy +8 (+2 eff.) Ignore Armor +22 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +8.0% Physical Power +5 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +15% Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con offense ------ Physical Crit +9.0% Physical Power +18 (+5 eff.) Ignore resists +8% physical defense ------ Disarm Resist +18% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +22 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) defense ------ Mind save +15 (+5 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 25 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+5 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+5 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Random Unique] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 lightning +5 draining blight +5 cold On-crit, radius 2 +12 lightning Uses 2.0 Steam While equipped: offense ------ Damage +10% lightning +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 20 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Nature/Psionic/Steamtech Weapon Damage 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +75 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 11 fire defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +17% cold +6% light +3% temporal Life +60.00 Life Regen +4.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 29.5 - 44.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On Hit: 20% Curse of Vulnerability 4 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +78 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Str +9 Dex offense ------ Accuracy +14 (+3 eff.) defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +47 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Ignore resists +11% physical defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Disarm Resist +13% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex offense ------ Physical Crit +6.0% Physical Power +9 (+2 eff.) Combat Speed +10% Accuracy +8 (+2 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T3 whip 1H weapon Reqs Dex 28 [Unique] Nature Weapon Damage 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: offense ------ Accuracy +10 (+2 eff.) other ------- See Stealth +9 See Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +6 Wil +3 Cun +3 Con offense ------ Physical Crit +4.0% Physical Power +10 (+3 eff.) Mindpower +6 (+2 eff.) Damage +6% acid Ignore resists +20% mind Accuracy +20 (+5 eff.) defense ------ Mind save +9 (+3 eff.) other ------- Hate-on-crit +3.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Damage +6% blight +9% physical defense ------ Armor +2 Fatigue -8% Spell save +7 (+4 eff.) other ------- Encumbrance +51 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +13% darkness Ignore resists +10% darkness Accuracy +10 (+2 eff.) When Hit 6 darkness defense ------ Defense +32 (+9 eff.) Resistance +17% darkness Physical save +18 (+6 eff.) Stealth +8 other ------- Max stamina +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 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +3 Mag +2 Wil +2 Con defense ------ Defense +2 (+0 eff.) Physical save +8 (+3 eff.) Life +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +2 Dex +7 Mag +6 Wil +6 Con offense ------ Damage +15% nature Ignore resists +10% nature defense ------ Resistance +6% darkness +9% all other ------- Mana/turn +0.17 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Damage +16% acid +16% temporal +5% fire +15% cold +32% physical Ignore resists +8% temporal +12% physical defense ------ Resistance +20% acid +17% physical +15% fire +17% cold +15% all Anomaly Control +13 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +15% lightning +10% physical +20% cold defense ------ Resistance +11% lightning +15% cold +5% blight +15% all Life +70.00 Life Regen +5.50 Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +11 (+5 eff.) Damage +8% light +7% all defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +7% darkness +7% light +7% all Life +31.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex defense ------ Armor +3 Life Regen +4.00 Healmod +11% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 233.37 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+3 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +8 (+4 eff.) Life +60.00 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ On-Hit 3 acid 3 fire 3 cold 4 lightning defense ------ Armor +2 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 Encumbrance T4 hands armor [Ego++] Arcane/Nature While equipped: Stats +5 Mag +3 Wil offense ------ On-Hit 7 acid 3 fire 8 cold 8 lightning defense ------ Armor +3 Fatigue +5% Life Regen +2.20 other ------- Stamina/turn +1.00 Psi/turn +0.21 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 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag defense ------ Armor +6 Fatigue +5% Resistance +7% light +7% darkness Mind save +10 (+3 eff.) Life +68.00 other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 41.62 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +0 Cun +5 Wil offense ------ Damage +18% acid +13% mind +6% blight Ignore resists +5% fire defense ------ Defense +3 (+1 eff.) Resistance +27% acid +18% fire +13% mind Physical save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +0 Cun +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +9 Lck offense ------ Physical Crit +4.0% Spell Crit +5% Mind Crit +4% When Hit 10 darkness 10 light On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +0 Cun offense ------ Mind Crit +3% Mindpower +7 (+2 eff.) Damage +23% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +29% darkness +13% physical other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +11 Dex +2 Cun +4 Con defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 522.9 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% cold Unlife -60.00 life Life +73.00 Healmod +20% Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +5 Mag +10 Wil offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +8% Physical Power +19 (+5 eff.) Spellpower +17 (+8 eff.) Mindpower +16 (+5 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% lightning +21% darkness +15% blight other ------- Light +2 A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Life +64.00 Life Regen +11.00 Healmod +14% A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ Damage +6% acid When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 62% * 10% chance to reduce armor by 25% defense ------ Armor +16 Defense +7 (+2 eff.) Fatigue +22% Resistance +7% mind +12% nature Mind save +34 (+11 eff.) Life +49.00 Life Regen +6.00 Healmod +13% A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +12% darkness Ignore resists +20% darkness +15% light When Hit 4 light 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Resistance +8% darkness +10% fire other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +4 Wil offense ------ Spellpower +5 (+2 eff.) Damage +9% arcane Ignore resists +10% blight When Hit 6 blight defense ------ Resistance +9% fire Spell save +15 (+6 eff.) other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Damage +6% fire +3% temporal defense ------ Resistance +3% physical +6% fire Physical save +12 (+4 eff.) Mind save +9 (+3 eff.) Life +79.00 Life Regen +4.00 Teleport Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing healing salve [power 423] amazing healing salve [power 423]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 62% cooldown modifier. Heal 423 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 247] potent healing salve [power 247]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 62% cooldown modifier. Heal 247 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 188] simple healing salve [power 188]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 62% cooldown modifier. Heal 188 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +20 acid +16 fire On-Hit, radius 1 +20 acid On-crit, radius 2 +8 fire On Hit: * 10% chance to reduce armor by 25% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Psionic Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-ranged-hit +20 lightning +11 darkness +8 mind Damage Against +7% Living On-Hit, radius 1 +20 lightning On-crit, radius 2 +8 lightning Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Nature/Psionic Weapon Damage 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 Auto Reload 6 Ignore Shields +30% On-ranged-hit +16 temporal +14 physical +12 blight +8 nature +13 mind On Hit: * 10% chance to reduce all saves and defense by 34 * 20% chance to knock the target back 3 spaces and deal 224 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +12% lightning Stun Resist +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +12 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% mind +25% fire defense ------ Resistance +6% blight +21% fire Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% mind On-Hit (Melee): * 10% chance to slow global speed by 62% * 20% chance to reduce all saves and defense by 34 Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 32% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +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 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +6 Defense +20 (+6 eff.) Resistance +9% fire Crit Resistance 10.00% Life +100.00 Disarm Resist +20% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ When Hit 4 nature defense ------ Armor +12 Resistance +5% arcane +15% lightning Mind save +6 (+2 eff.) Life Regen +4.00 Blind Resist +20% Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 turn cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Wil +3 Con offense ------ Physical Power +15 (+4 eff.) Damage +12% physical defense ------ Resistance +5% arcane +2% physical other ------- See Invis +9 Fire a magical bolt dealing 270 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage by 16% 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 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +6 Str +1 Con offense ------ Critical power +20.00% Ignore resists +5% blight +5% physical When Hit 4 light 6 physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mr.Hide the Kruk Yeti Sawbutcher level 10
39th Retaking 124th year of Ascendancy at 17:41 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 13
43rd Retaking 124th year of Ascendancy at 23:55 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 29
14th Loss 124th year of Ascendancy at 06:50 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 10
37th Retaking 124th year of Ascendancy at 23:23 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 20
52nd Revenge 124th year of Ascendancy at 05:49 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 30
14th Loss 124th year of Ascendancy at 10:08 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 30
15th Loss 124th year of Ascendancy at 02:29 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 30
15th Loss 124th year of Ascendancy at 02:46 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 36
36th Destruction 124th year of Ascendancy at 19:48 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 28
51st Dearth 124th year of Ascendancy at 01:13 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 23
47th Dearth 124th year of Ascendancy at 10:54 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 35
26th Destruction 124th year of Ascendancy at 08:20 see stats
By Mr.Hide the Kruk Yeti Sawbutcher level 17
40th Revenge 124th year of Ascendancy at 20:59 see stats
Log
Mr.Hide performs a melee critical strike against Mr.Hide's Inner Demon!
Mr.Hide's Inner Demon starts to bleed.
Mr.Hide's Inner Demon is cut deeply.
Mr.Hide performs a melee critical strike against Mr.Hide's Inner Demon!
Mr.Hide deactivates Saw Wheels.
Mr.Hide hits Mr.Hide's Inner Demon for 217 physical, 151 physical (368 total damage).
Melee retaliation hits Mr.Hide for 1 lightning, 2 nature, 1 lightning, 2 nature (6 total damage).
Mr.Hide killed Mr.Hide's Inner Demon!
Gairbhon the human casts Phase Door.
Mr.Hide has finished recovering.
Waking Nightmare from Orlumann the human hits Mr.Hide for 69 darkness damage.
Orlumann the human uses Vacuum Shot.
Mr.Hide performs a melee critical strike against Gairbhon the human!
Gairbhon the human starts to bleed.
Gairbhon the human is cut deeply.
Mr.Hide performs a melee critical strike against Gairbhon the human!
Mr.Hide hits Gairbhon the human for 398 physical, 154 physical (551 total damage).
Melee retaliation hits Orlumann the human for (4 absorbed), 0 lightning, (4 absorbed), 0 nature (0 total damage).
Orlumann the human's Vacuum Shot hits Mr.Hide for 197 physical damage.
Orlumann the human hits Mr.Hide for 87 nature, 7 lightning, 43 light (138 total damage).
Deep Wound from Mr.Hide hits Gairbhon the human for 64 physical damage.
Bleeding from Mr.Hide hits Gairbhon the human for 59 physical damage.
Gairbhon the human uses Dual Strike.
Mr.Hide has temporarily forgotten Implant: Steam Generator for 2 turns!
Mr.Hide is stunned!
Gairbhon the human performs a melee critical strike against Mr.Hide!
Melee retaliation hits Gairbhon the human for 3 lightning, 4 nature, 1 lightning, 2 nature (10 total damage).
Gairbhon the human hits Mr.Hide for 35 physical, 40 light, 38 darkness, 160 physical (273 total damage).
Mr.Hide the level 38 kruk yeti sawbutcher was ground to death by Gairbhon the human on level 1 of Ambush!.