

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.5This 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 | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Sawbutcher |
| Level / Exp | 19 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 72nd Haze 122nd year of Ascendancy at 01:51 / 1 |
Primary Stats
| Strength | 70 (base 47) |
| Dexterity | 13 (base 10) |
| Constitution | 23 (base 14) |
| Magic | 13 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 44 (base 38) |
Resources
| Life | -188/576 |
| Steam | 57/100 |
| Healing Factor | 1.2830362694301 |
| Regeneration | 10.071834715026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +217.50229421916% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 4 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 27 |
| Crit Chance | 13% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +13% |
| Nature | +9% |
| Lightning | +3% |
| Physical | +35% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +10% |
| Mind | +20% |
| Physical | +7% |
| Fire | +25% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 53.511077022655 (88.454810495627%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 33 |
| Physical Save | 50 |
| Spell Save | 22 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 9%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 11%( 70%) |
| Lightning | + 29%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 10% |
| Poison Resistance | 40% |
| Blind Resistance | 10% |
| Silence Resistance | 15% |
| Bleed Resistance | 40% |
| Teleport Resistance | 100% |
| Pinning Resistance | 59% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 126% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Saw Wheels |
| talent | Chant of Fortitude |
| talent | Grinding Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 36.42 to 109.26 lightning damage to itself and others around every turn. Hurricane |
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 |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Lavaquencher the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% fire ----- def ----- Armour +3 Fatigue -3% Resists +18% fire Phys.save +9 (+3 eff.) Stealth +0 Pinning- +5% Knockbk- +5% Teleport- +100% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Phys.save +5 (+1 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc Light +4 See.Stealth +4 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 | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +21 (+7 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | radiant hardened leather gloves of dispersion (0 def, 2 armour) 1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Melee+ 7 arcane 9 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +5% arcane +7% light Disarm- +0% ---------- misc Talents +3 Project Saw Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 2/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 62 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings can have magical properties. |
| On fingers | gold ring 'Eluwen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str ----- def ----- Armour +12 Resists +6% acid +3% nature +6% blight Mind.save +30 (+9 eff.) Blind- +10% Silence- +15% Teleport- +15% Rings can have magical properties. |
| Around neck | grounding gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets can have magical properties. |
| In main hand | Flashsweeper the dwarven-steel steamsaw (31.5-47.25 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +52 On Hit.r1 +8 nature +8 lightning On Crit.r2 +4 lightning On Hit: * 20% chance to daze at end of turn * splashes acid on your target dealing 28 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% nature +3% lightning Res.pen +10% nature ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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 | Mucuswrither 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% mind Res.pen +20% nature +20% mind Melee Ret 8 mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% nature Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Pitchquell the steel steamsaw (11.5-17.25 power, 8 apr) 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +8 darkness On Hit.r1 +12 darkness On Hit: * 20% chance to inflict 15% damage reduction * splashes acid on your target dealing 28 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +7% physical Res.pen +5% darkness +7% physical Apr +5 Melee Ret 12 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | cashmere cloak 'Xanowen' (9 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Defense +9 (+4 eff.) Fatigue -8% Resists +6% acid +5% cold +5% nature Phys.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked steel plate armour of lightning resistance (4 def, 9 armour) 17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +9 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +16% lightning HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 108% / cooldown 65%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 193)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 193 and cleanse 1 wound and 1 poison effect. 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 ability. |
acid wave rune of the psychic (128 acid damage; disarm 5 turns with power 36)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 128.47 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 36 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 226 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 226 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Demonbutcher the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck dps ---------- Res.pen +10% acid Acc +8 (+4 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets can have magical properties. |
Galystir the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% blight Res.pen +5% mind ----- def ----- Resists +6% blight Mind.save +6 (+2 eff.) Confus- +21% ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings can have magical properties. |
copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings can have magical properties. |
titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+1 eff.) Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
mule's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -5% Resists +24% fire ---------- misc Max.enc +23 Rings can have magical properties. |
rogue's steel ring of time (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% temporal ----- def ----- Defense +6 (+3 eff.) Resists +11% temporal Rings can have magical properties. |
Xuwe (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 blight +4 arcane On Hit.r1 +8 blight While equipped: dps ---------- Dmg.mod +9% blight +12% arcane Acc +8 (+4 eff.) Melee Ret 12 arcane ----- def ----- Defense +8 (+4 eff.) Disarm- +25% One-handed war axes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Veloma the iron steamsaw (16.5-24.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% acid +12% lightning Spell.save +6 (+3 eff.) ---------- 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! |
arcing iron steamsaw of erosion (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Melee+ +5 lightning +6 temporal +6 nature On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
flaming iron steamsaw of paradox (11.5-17.25 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Melee+ +6 temporal On Hit.r1 +5 fire Uses 1.0 Steam While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +7% temporal ---------- 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! |
icy iron steamsaw of massacre (17.5-26.25 power, 0 apr) =aa=3.0 T1 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 17.5 - 26.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
Falyziladan the quiver of ash arrows (20/20, 21-29.4 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Nature/Psionic Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +20 cold +9 temporal +8 nature +12 mind On Hit.r1 +8 mind On Crit.r2 +9 cold On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
Aduthra (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Melee Ret 8 mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% cold Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +40.00 A suit of armour made of mail. |
steel plate armour of Eyal (4 def, 9 armour) =aa=17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Max.HP +40.00 HP.reg +1.50 Heal.mod +12% Poison- +0% Disease- +0% Cut- +0% A suit of armour made of metal plates. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
nightruned hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Resists +7% light +6% darkness Mind.save +5 (+2 eff.) A belt that goes around your waist. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +0% nature +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isibeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal ----- def ----- Armour +1 Fatigue +1% Resists +15% temporal Phys.save +11 (+3 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% cold +6% fire A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +0% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Sunwrecker (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +6% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +18% blight +7% fire +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
iron helm 'Shadowimmortal' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% blight Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +6% cold +9% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
10 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
10 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
68 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. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 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. |
crude acid groove0.0 T1 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! |
crude acid groove0.0 T1 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! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
simple moss tread0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 164] potent healing salve [power 164]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 164 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 204] powerful healing salve [power 204]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 204 Puts Talent Medical Injector on 15 cooldown Medical salve. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 69.47 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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. |
iron torque of thermal psionic shield [power 25] (4/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
quick steel torque of charged psionic shield [power 29] (4/15 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
telekinetic steel torque of kinetic psionic shield [power 47] (4/20 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of charged psionic shield [power 57] (4/13 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 57 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psychoportation [power 44] (4/34 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 44) Puts all charms on 34 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of thorny skin [power 21] (4/26 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By --pewpew the Thalore Sawbutcher level 9
1st Summertide 122nd year of Ascendancy at 06:18 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By --pewpew the Thalore Sawbutcher level 19
71st Haze 122nd year of Ascendancy at 21:57 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By --pewpew the Thalore Sawbutcher level 18
66th Haze 122nd year of Ascendancy at 09:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By --pewpew the Thalore Sawbutcher level 10
5th Flare 122nd year of Ascendancy at 09:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By --pewpew the Thalore Sawbutcher level 11
24th Dusk 122nd year of Ascendancy at 11:26 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By --pewpew the Thalore Sawbutcher level 8
4th Mirth 122nd year of Ascendancy at 16:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By --pewpew the Thalore Sawbutcher level 11
39th Dusk 122nd year of Ascendancy at 05:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By --pewpew the Thalore Sawbutcher level 17
44th Haze 122nd year of Ascendancy at 17:24 see stats
Log
--pewpew's fiery vapour area effect hits Urkis, the High Tempest for 15 fire damage.
Urkis, the High Tempest hits --pewpew for 0 lightning damage.
--pewpew is dazed!
You are unable to move!
--pewpew wears (replacing Telekinetic Core): supercharged dwarven-steel torque of psychoportation [power 44] (34 cooldown).
--pewpew is not dazed anymore.
Thunderstorm hits --pewpew for 39 lightning damage.
Bleeding from --pewpew hits Urkis, the High Tempest for 20 physical damage.
Burning from --pewpew hits Urkis, the High Tempest for 9 fire damage.
--pewpew feels pain again.
Hurricane from Urkis, the High Tempest hits --pewpew for 53 lightning damage.
--pewpew wears (replacing supercharged dwarven-steel torque of psychoportation [power 44] (3/34 cooldown)): Telekinetic Core.
Urkis, the High Tempest speeds up.
Urkis, the High Tempest stops burning.
Urkis, the High Tempest casts Shock.
Thunderstorm hits --pewpew for 0 lightning damage.
Bleeding from --pewpew hits Urkis, the High Tempest for 42 physical damage.
--pewpew is dazed!
--pewpew is not dazed anymore.
Hurricane from Urkis, the High Tempest hits --pewpew for 102 lightning damage.
Urkis, the High Tempest's Shock hits --pewpew for 165 lightning damage.
--pewpew shrugs off the effect 'Dazed'!
--pewpew wears (replacing Sunwrecker (0 def, 2 armour) ): radiant hardened leather gloves of dispersion (0 def, 2 armour).
You detach dwarven steel saw projector from your Sunwrecker (0 def, 2 armour).
You attach dwarven steel saw projector to your radiant hardened leather gloves of dispersion (0 def, 2 armour) .
Urkis, the High Tempest stops surging mana.
Urkis, the High Tempest's spell attains critical power!
Saving game...



































































































