















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Ogre |
| Class | Sawbutcher |
| Level / Exp | 31 / 67% |
| Size | big |
| Lifes / Deaths | Killed by Elelle the shadowblade at level 31 on the 67th Regrowth 123rd year of Ascendancy at 12:56 / 1 |
Primary Stats
| Strength | 81 (base 60) |
| Dexterity | 28 (base 27) |
| Constitution | 28 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 62 (base 51) |
Resources
| Life | -1108/1078 |
| Positive | 120/140 |
| Steam | 69/100 |
| Healing Factor | 1.4860541562487 |
| Regeneration | 39.525288626614 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 46 |
| Crit Chance | 61% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 46 |
| Crit Chance | 45% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| All | 0% |
| Physical | +31% |
| Fire | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +10% |
| Nature | +15% |
| Cold | +10% |
| Physical | +10% |
| Mind | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 32 |
| Physical Save | 45 |
| Spell Save | 14 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 45%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -566 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1132 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 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 110% efficiency and cooldown mod of 53%. Its effects scale with your Magic 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 150% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 10 minutes and 22 seconds to find it! | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed hummerhorn wing. * You've found the needed mummified bone. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cyroyavea the pair of rough leather boots (5 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +1% physical +9% fire +9% light +6% cold Mind.save +12 (+4 eff.) Max.HP +80.00 HP.reg +4.00 ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. |
| Light source | bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Max.HP +42.00 ---------- misc Light +9 See.Stealth +6 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 | Flamewalker the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +13% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +6% temporal +13% physical Mind.save +9 (+3 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
| On hands | brawler's drakeskin leather gloves of war-making (0 def, 3 armour) 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Phys.crit +12.0% Spell.crit +8% Mind.crit +15% Crit.mult +12.00% ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Talents +4 Fatal Attractor Cooldown Double Strike -1 Unarmed combat: Power 142% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +5 Crit +20.0% Atk.spd 100% On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Nerygada the Mucusblood [power 46] (19/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% fire Res.pen +15% nature ----- def ----- Resists +6% nature +6% fire Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 50. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +17.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| Around neck | steel amulet 'Ulfilathadas'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Max.stam +20.00 Amulets make your neck look great! |
| In main hand | dwarven-steel steamsaw 'Botoleg' (130.4 damage (66% power), 1.5x range, 16 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 144% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +19.0% Atk.spd 100% Block +46 Uses 1.0 Steam When used to Attack: Block +40 While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% nature +17% cold Phys.save +9 (+3 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Glaciersweep (112.4 damage (125% power), 1.5x range, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 On Hit: * splashes acid on your target dealing 58 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Phys.crit +10.0% Mind.crit +2% Crit.mult +19.00% Phys.pwr +20 (+5 eff.) Mind.pwr +25 (+9 eff.) Res.pen +10% cold Apr +8 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Mind.save +15 (+5 eff.) ---------- misc Max.stam +30.00 Max.psi +50.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Bethana the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% physical Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning Die.at -60.00 life Max.HP +31.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gilechik (0 def, 17 armour) 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +25% mind +10% acid On Hit (Melee): * 20% chance to reduce armor by 20% * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +17 Fatigue +22% Resists +6% physical Crit.chn- 21.00% Phys.save +19 (+6 eff.) A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 80% / cooldown 64%)0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 776%; cd 18)0.1 infusion scroll [Ego] 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 increase movement speed by 776% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 527; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 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. |
3 schematic: Headlamp0.1 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. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 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. |
4 schematic: Itching Powder0.1 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. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 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. |
5 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 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. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 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. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
sneakthief's copper ring of warding0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +13% acid +11% fire +13% lightning +11% cold Rings make your fingers look great! |
Layitira0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Wil +7 Mag dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +20% temporal ----- def ----- Crit.chn- 10.00% Max.HP +24.00 Disarm- +28% Pinning- +28% Knockbk- +26% ---------- misc Max.psi +50.00 Rings make your fingers look great! |
gold garnet ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Melee+ 20 light Ranged+ 23 light Dmg.mod +13% light +6% all Rings make your fingers look great! |
gold garnet ring0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +8 (+5 eff.) Dmg.mod +6% all Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +10 (+5 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 3 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 87% 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! |
gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
stralite quartz ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 25 physical Ranged+ 15 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 25 On Hit (Ranged): * 16% chance to reduce all saves and defense by 25 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Gakira the ash vilestaff (31.5 damage (122% power), 1.2x range, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 122% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +9 (+6 eff.) Mind.pwr +15 (+6 eff.) Dmg.mod +21% fire Res.pen +25% mind ---------- misc Equi/ret +0.12 Psi/ret +0.08 Max.hate +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of channeling (28.5 damage (111% power), 1.2x range, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +16 (+9 eff.) Dmg.mod +15% physical ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash vilestaff of illumination (28.5 damage (111% power), 1.2x range, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+6 eff.) Dmg.mod +15% blight ----- def ----- Defense +7 (+3 eff.) HP.reg +0.70 Heal.mod +15% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 64.70 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
void walker's ash vilestaff of wizardry (28.5 damage (111% power), 1.2x range, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +11 (+7 eff.) Dmg.mod +15% fire ----- def ----- Resists +7% darkness +7% temporal Def/telep +8 Res/telep +9% Dur/telep +7% ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zyrion the steel battleaxe (62.0 damage (121% power), 1.5x range, 11 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +5.0% Atk.spd 100% Phasing +19% On Crit.r2 +4 temporal While equipped: Stats +3 Str +3 Mag +4 Cun +1 Con dps ---------- Dmg.mod +6% temporal Melee Ret 6 temporal ----- def ----- Resists +5% arcane ---------- misc See.Invis +9 Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (68.5 damage (133% power), 1.5x range, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed battleaxes. |
enhanced dwarven-steel battleaxe (72.4 damage (140% power), 1.5x range, 2 apr) =9 dex=3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str +9 Dex +7 Mag +9 Wil +6 Cun +9 Con Massive two-handed battleaxes. |
acidic stralite battleaxe of daylight (81.6 damage (157% power), 1.5x range, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 157% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +7 light Against +19% Undead On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed battleaxes. |
quick dwarven-steel greatmaul of vileness (77.7 damage (150% power), 1.5x range, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight On Hit: * 23% chance to reduce strength, dexterity, and constitution by 10 While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Massive two-handed mauls. |
Skysmasher (99.2 damage (182% power), 1.5x range, 17 apr)5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 182% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
Emiwe (85.8 damage (165% power), 1.6x range, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 nature Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +3% physical ----- def ----- Resists +12% blight Massive two-handed swords. |
Sword of Potential Futures (58.1 damage (134% power), 1.4x range, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+4 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
steel mace 'Hodor' (49.5 damage (106% power), 1.4x range, 3 apr) =3 dex=3.0 T2 mace 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +8 (+2 eff.) ----- def ----- Resists +4% physical Disarm- +20% Pinning- +20% ---------- misc Light +3 Blunt and deadly. |
steel steamsaw 'Cyribeth' (96.6 damage (108% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 108% 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 +24 Melee+ +20 acid +11 cold On Hit.r1 +8 acid Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +30 (+11 eff.) On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
steel steamsaw 'Siloda' (96.6 damage (108% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 108% 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 +21 On Hit: * Create an explosion dealing 21 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +9% cold Res.pen +7% cold Acc +7 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Disarm- +30% Pinning- +10% Knockbk- +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! |
Glarebiter the dwarven-steel steamsaw (108.4 damage (66% power), 1.5x range, 1 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +3.0% Atk.spd 100% Block +46 Melee+ +13 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 10 Uses 1.0 Steam When used to Attack: Phasing +20% While equipped: dps ---------- Res.pen +25% physical Apr +3 Melee Ret 6 acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% acid +9% light Die.at -40.00 life ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
barbed quiver of ash arrows of accuracy (13/13, 56.8 damage (137% power), 1.4x range, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 137% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +12.5% Capacity 13 On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
reinforced stralite shield of acid resistance (+26%) (0 def, 13 armour, 62.0 damage (158% power), 1.1x range, 169.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 158% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +170 While equipped: ----- def ----- Armour +13 Fatigue +8% Resists +26% acid ---------- misc Talents +1 Block Handheld deflection devices. |
fortifying stralite mail armour of the deep (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +12% Resists +5% acid +9% cold Max.HP +67.00 ---------- misc Breathe water A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% blight +19% darkness Max.HP +38.00 HP.reg +5.00 Heal.mod +15% ---------- misc Light +1 A suit of armour made of mail. |
Hettyrab (15 def, 11 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+7 eff.) Fatigue +22% Resists +6% physical Phys.save +11 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 A suit of armour made of metal plates. |
Elumina the Shadecutter (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +6% temporal Res.pen +25% darkness +5% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +9 Fatigue +31% Resists +15% temporal +7% fire +15% darkness -13% light Phys.save +7 (+2 eff.) Spell.save +7 (+6 eff.) Mind.save +7 (+2 eff.) A suit of armour made of metal plates. |
Bethitira =10 stun=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% nature +3% lightning Spell.save +6 (+6 eff.) Die.at -20.00 life Poison- +20% Stun/Frz- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Nerytira the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Wil +6 Cun +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Against +25% Summoned ----- def ----- Resists +6% cold D.Red.from +28% Summoned Phys.save +8 (+2 eff.) Die.at -40.00 life Max.HP +32.00 HP.reg +2.00 Poison- +20% Pinning- +20% ---------- misc Size +1 A belt that goes around your waist. |
stealthy pair of rough leather boots of disengagement (0 def, 1 armour) =6 dex=2.0 T1 feet armor [Ego+] Master While equipped: Stats +6 Dex +3 Cun +6 Lck ----- def ----- Armour +1 Stealth +6 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 87% 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. |
Flashrebel the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% lightning +9% temporal +9% fire Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue -3% Resists +6% lightning +6% temporal Max.HP +42.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Cobravein' (0 def, 2 armour) =12 mag=1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +12 Mag +8 Wil dps ---------- Spell.pwr +13 (+8 eff.) Melee+ 8 arcane Dmg.mod +11% arcane On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +2 Resists +8% arcane +6% nature Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +18 arcane On Crit.r2 +8 arcane On Hit: 20% Manathrust 6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleamwind (0 def, 1 armour) =3 dex=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% fire Res.pen +25% light Acc +12 (+4 eff.) Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +9% light +6% lightning Unarmed combat: Power 99% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of war-making (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +5% Crit.mult +7.00% ----- def ----- Armour +5 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +43.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +13.0% Atk.spd 83% On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinessra the hardened leather cap (0 def, 3 armour) =4 dex water=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% blight Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +3 Fatigue +3% Resists +1% physical +10% cold ---------- misc Breathe water A cap made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
500 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great second skin0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 110% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 249] powerful healing salve [power 249]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 110% efficiency and 53% cooldown modifier. Heal 249 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 216] powerful pain suppressor salve [power 216]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 110% efficiency and 53% cooldown modifier. Let you fight up to -216 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 110% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 227/400 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Awarege the Ogre Sawbutcher level 13
18th Dusk 122nd year of Ascendancy at 22:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Awarege the Ogre Sawbutcher level 22
24th Haze 122nd year of Ascendancy at 22:43 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Awarege the Ogre Sawbutcher level 31
20th Regrowth 123rd year of Ascendancy at 10:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Awarege the Ogre Sawbutcher level 10
7th Mirth 122nd year of Ascendancy at 04:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Awarege the Ogre Sawbutcher level 20
67th Dusk 122nd year of Ascendancy at 22:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Awarege the Ogre Sawbutcher level 30
4th Decay 122nd year of Ascendancy at 20:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Awarege the Ogre Sawbutcher level 24
40th Haze 122nd year of Ascendancy at 23:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Awarege the Ogre Sawbutcher level 22
25th Haze 122nd year of Ascendancy at 13:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Awarege the Ogre Sawbutcher level 13
1st Summertide 122nd year of Ascendancy at 01:25 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Awarege the Ogre Sawbutcher level 29
80th Haze 122nd year of Ascendancy at 08:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Awarege the Ogre Sawbutcher level 13
3rd Flare 122nd year of Ascendancy at 04:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Awarege the Ogre Sawbutcher level 26
66th Haze 122nd year of Ascendancy at 15:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Awarege the Ogre Sawbutcher level 17
41st Dusk 122nd year of Ascendancy at 12:13 see stats
Log
Fatal attractor hits Elelle the shadowblade for 13 darkness damage.
Elelle the shadowblade casts Circle of Warding.
Elelle the shadowblade uses Infusion: Healing.
Melee retaliation hits Saleta the thief for (8 flat reduction), 0 light (0 total damage).
Saleta the thief hits Awarege for 37 physical, 11 darkness (48 total damage).
Elelle the shadowblade receives 110 healing from Infusion: Healing.
Elelle the shadowblade activates Hymn of Perseverance.
Elelle the shadowblade deactivates Hymn of Shadows.
Elelle the shadowblade casts Healing Light.
Saleta the thief is not silenced anymore.
Elelle the shadowblade receives 423 healing.
Awarege calms down.
Awarege is not silenced anymore.
Talent Implant: Medical Injector is ready to use.
Talent Spinal Break is ready to use.
Fatal attractor uses Taunt.
Awarege performs a melee critical strike against Saleta the thief!
Saleta the thief reacts to an attack from Awarege, mitigating the blow!.
Saleta the thief resists the knockback!
Fatal attractor resists the knockback!
Fatal attractor reflects damage back to Elelle the shadowblade!
Awarege hits Saleta the thief for (17 flat reduction), (52 reacted , -6 stam), 151 physical (151 total damage).
Fatal attractor hits Elelle the shadowblade for 13 darkness, 3 light, 4 darkness (20 total damage).
Elelle the shadowblade's prismatic repulsion area effect hits Fatal attractor for 11 light, 14 darkness (25 total damage).
Elelle the shadowblade's prismatic repulsion area effect hits Saleta the thief for (16 flat reduction), 0 light, (17 flat reduction), 2 darkness (2 total damage).
Elelle the shadowblade's defensive darkness area effect hits Awarege for 73 darkness damage.
Elelle the shadowblade's defensive darkness area effect hits Saleta the thief for (17 flat reduction), 52 darkness (52 total damage).
Elelle the shadowblade's defensive darkness area effect hits Fatal attractor for 51 darkness damage.
Awarege the level 31 ogre sawbutcher was shadowed to death by Elelle the shadowblade on level 1 of Damp Cave.



















































































































