












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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:
Better Item Description 1.6.6This 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 Select your Escorts 1.6.0Allows 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 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.6.7Official 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 | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Adventurer |
| Level / Exp | 37 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 37 on the 2nd Dearth 124th year of Ascendancy at 18:25 / 1 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 42 (base 12) |
| Constitution | 42 (base 12) |
| Magic | 90 (base 53) |
| Willpower | 48 (base 34) |
| Cunning | 97 (base 56) |
Resources
| Mana | 386/386 |
| Psi | 118/118 |
| Vim | 274/274 |
| Life | 0/1095 |
| Positive | 30/148 |
| Stamina | 263/263 |
| Steam | 100/100 |
| Healing Factor | 1.4664150943397 |
| Regeneration | 66.344732578183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +70% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 23 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 62 |
| Crit Chance | 43% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +42% |
| Light | +19% |
| Temporal | +27% |
| Darkness | +17% |
| Physical | +14% |
| Cold | +18% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +48% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 36 (32%) |
| Defense | 39 |
| Ranged Defense | 49 |
| Fatigue | 3 |
| Physical Save | 45 |
| Spell Save | 51 |
| Mental Save | 45 |
Defense: Resistances
| Lightning | + 44%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 26%( 70%) |
| Cold | + 34%( 70%) |
| Fire | + 48%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Confusion Resistance | 25% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 62% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 419 damage for 4 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Hurricane |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Grinding Shield |
| talent | Arcane Feed |
| talent | Molten Iron Blood |
| talent | Beyond the Flesh |
| beneficial effect | The target has 31 increased life regeneration. Recovery |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | You have 3 charges. Death Momentum |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | Xeraredhena (129% power, 5 apr, lightning element) 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Crit.mult +35.00% Spell.pwr +27 (+5 eff.) Melee+ 24 fire Dmg.mod +25% lightning Melee Ret 6 mind ----- def ----- Armour +6 Hardiness +2% Phys.save +6 (+2 eff.) ---------- misc Mana/turn +5.00 Vim/s.crit +1.00 Max.vim +30.00 See.Invis +13 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 On Spell Hit: 10% Flame 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Talents +3 Spring Grapple Unarmed combat: Power 109% Range: 1.1x Uses 20% Mag, 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 10% Mind Blast 1 On Hit: 15% Shadow Simulacrum 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item's Vault. |
| Light source | Summertide Phial1.0 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.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dominated (0 def, 9 armour) 3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag +6 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Mind.save +9 (+3 eff.) Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On feet | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour) 3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +4 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +20 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
| On fingers | titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+4 eff.) Mind.save +7 (+2 eff.) Confus- +25% Rings can have magical properties. |
| On fingers | sneakthief's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Max.HP +67.00 HP.reg +11.00 Heal.mod +14% Rings can have magical properties. |
| Around neck | wanderer's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +7 Dex +7 Cun +7 Con dps ---------- Crit.mult +16.00% Mov.spd +10% Acc +8 (+2 eff.) Apr +14 ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
| In main hand | iron steamsaw of projection (102% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 102% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +5 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | balancing drakeskin leather belt of burglary 1.0 T5 belt armor [Ego++] Master While equipped: Stats +10 Dex +9 Cun +8 Lck dps ---------- Phys.crit +11.0% Mind.crit +9% ----- def ----- Fatigue -20% Stealth +9 ---------- misc T.Disarm +28 Max.enc +50 Infravis +5 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 60% Wil Dmg Fire Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
| Cloak | elven-silk cloak 'Freezestoker' (9 def, 6 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +4 Wil +7 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +6 Defense +9 (+3 eff.) Resists +30% lightning +18% cold Phys.save +13 (+5 eff.) Spell.save +12 (+4 eff.) Stun/Frz- +50% ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Black Robe (6 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +6 Str +6 Dex +11 Mag +10 Wil +9 Cun +6 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. This item has been sent to the Item's Vault. |
Inventory
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 267; cd 14)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 267 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 761%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 761% 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 Willpower 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 471; 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 471 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. |
biting gale rune of the duelist (damage 223; dur 4; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 222.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 22; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 22; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 23; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 21; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 18%; move 40%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 40% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 27; resist 40%; move 51%; dur 5; cd 21)0.1 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 51% faster, and you are invisible (power 27). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 630% over 10 turns; mana 32; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 630% for 10 turns (340 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 852% over 10 turns; mana 43; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns (459 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 861% over 10 turns; mana 43; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 861% for 10 turns (464 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1140% over 10 turns; mana 57; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1140% for 10 turns (615 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 99; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 531; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 531 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 406; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 406 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 243; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 243 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 66; blocks 4; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 250 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Kindletrial0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +10% fire ----- def ----- Resists +15% mind Mind.save +6 (+2 eff.) Confus- +22% ---------- misc Max.hate +2.00 Amulets can have magical properties. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.13 Max.mana +22.00 Amulets can have magical properties. |
conjurer's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +23% Rings can have magical properties. |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
gladiator's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Blind- +28% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Rings can have magical properties. |
marksman's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Resists +18% acid +18% fire +12% lightning +13% cold Rings can have magical properties. |
psionicist's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Mind.save +8 (+2 eff.) Rings can have magical properties. |
sneakthief's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings can have magical properties. This item has been sent to the Item's Vault. |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +10 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +78.00 HP.reg +1.00 Heal.mod +29% Rings can have magical properties. This item has been sent to the Item's Vault. |
treant's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 13 light Ranged+ 18 light Dmg.mod +11% light ----- def ----- Resists +5% nature +5% blight Poison- +12% Disease- +13% Rings can have magical properties. |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 27% Wil, 10% Mag, 27% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 154.31 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced dwarven-steel greatsword of persecution (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature/Disrupt Power 140% Range: 1.6x Uses 72% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +23% Unnatural While equipped: Stats +7 Str +5 Dex +7 Mag +8 Wil +7 Cun +10 Con Massive two-handed swords. |
Glarelore the yew longbow4.0 T3 longbow 2H weapon [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 acid +20 light On Hit.r1 +16 light +16 acid While equipped: Stats +6 Dex dps ---------- Res.pen +11% physical Melee Ret 4 light ----- def ----- Resists +6% light Longbows are used to shoot arrows at your foes. |
Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
quick stralite mace of enduring (142% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 143% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex +5 Wil +9 Con dps ---------- Phys.spd +10% Acc +13 (+4 eff.) ----- def ----- Max.HP +37.00 Blunt and deadly. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
elemental dwarven-steel waraxe of enduring (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Nature Power 120% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 126 cold damage (1/turn) While equipped: Stats +5 Con +7 Wil dps ---------- Dmg.mod +6% cold Res.pen +16% cold ----- def ----- Max.HP +10.00 One-handed war axes. |
thought-forged steel waraxe of enduring (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature/Psionic Power 106% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 mind On Hit: * 11% chance to reduce all saves and defense by 29 While equipped: Stats +7 Wil +2 Cun +6 Con ----- def ----- Max.HP +16.00 One-handed war axes. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue +0% Max.HP +0.00 Knockbk- +40% ---------- misc Max.enc +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists -15% fire +25% cold +8% all Release a radius 4 chilling blast, instantly dealing 284.97 cold damage and condensing the air into freezing vapors that deal 94.99 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. This item has been sent to the Item's Vault. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
marshal's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +20% temporal Phys.save +9 (+3 eff.) Max.HP +50.00 Def/telep +19 Res/telep +12% Dur/telep +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +11% darkness +10% mind +13% all Phys.save +10 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +21 (+7 eff.) Max.HP +68.00 HP.reg +1.90 Heal.mod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +0 Str +0 Dex +4 Mag +4 Wil +0 Cun +0 Con dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +16% acid +12% physical +5% temporal +18% fire +11% arcane +13% cold ----- def ----- Resists +16% acid +14% physical +13% fire +16% cold +15% all ---------- misc Max.mana +42.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +5% blight +9% all Max.HP +55.00 HP.reg +2.20 Heal.mod +12% Poison- +27% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 85.28 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Unarmed combat: Power 126% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 91.30 to 273.89 damage (182.59 average) and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
hardened leather gloves 'Ce'Ninne' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Mag +4 Cun +5 Con dps ---------- Melee+ 8 mind Dmg.mod +6% mind ----- def ----- Armour +2 Resists +15% cold +6% mind +5% arcane ---------- misc See.Invis +6 Unarmed combat: Power 117% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 nature Dmg.mod +6% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature Unarmed combat: Power 123% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Glittermark the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% light +3% fire Res.pen +10% light +15% fire ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +12% light ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 107.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 71.99 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Flashcutter the dwarven-steel shield (0 def, 6 armour, 100% power, 77.5 block)7.0 T3 shield armor [Rare] Master When used to Attack: Power 135% Range: 1.2x Uses 60% Wil Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 Melee+ +20 fire On Hit.r1 +8 lightning +20 fire On Crit.r2 +8 lightning While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +6 Fatigue +8% Resists +9% acid +21% cold ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of winter (0 def, 10 armour, 100% power, 203 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Nature/Master When used to Attack: Power 182% Range: 1.2x Uses 60% Wil Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +203 Melee+ +17 cold While equipped: Stats +7 Str +5 Dex +1 Wil dps ---------- Acc +14 (+4 eff.) On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
warded stralite shield of crushing (0 def, 8 armour, 100% power, 143 block)7.0 T4 shield armor [Ego++] Arcane/Master When used to Attack: Power 161% Range: 1.2x Uses 60% Wil Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +143 On Hit: * reduce the cooldown of your ward talent by 1 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Wards +5 lightning +5 temporal +6 darkness +5 fire +3 nature +5 blight +4 cold +6 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
Hornet Stingers (17/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 30% Wil, 42% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
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. |
18 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. |
7 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. |
26 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [fire imp] (level 10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 13, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 3, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 4, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 18, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 21, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 22, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 26, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 36, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
20 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
23 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. |
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. |
great fiery salve [power 13] great fiery salve [power 13]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Remove 2 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 13] great frost salve [power 13]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Remove 2 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 187] great healing salve [power 187]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Heal 187 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 163] great pain suppressor salve [power 163]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Let you fight up to -163 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 13] great water salve [power 13]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Remove 2 mental effects and grants a water aura (13% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
extending steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psionic shield [power 31] (28 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 31 for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Skybright' [power 320] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning Mind.save +15 (+5 eff.) ---------- misc Psi/ret +0.24 Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
25 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
2 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. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By ZappySaws the Whitehoof Adventurer level 2
10th Retaking 124th year of Ascendancy at 21:02 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By ZappySaws the Whitehoof Adventurer level 11
23rd Retaking 124th year of Ascendancy at 04:51 see stats
Blood on the Moon (Nightmare (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By ZappySaws the Whitehoof Adventurer level 29
6th Revenge 124th year of Ascendancy at 19:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By ZappySaws the Whitehoof Adventurer level 29
7th Revenge 124th year of Ascendancy at 12:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ZappySaws the Whitehoof Adventurer level 10
18th Retaking 124th year of Ascendancy at 10:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By ZappySaws the Whitehoof Adventurer level 20
34th Retaking 124th year of Ascendancy at 07:21 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By ZappySaws the Whitehoof Adventurer level 30
9th Revenge 124th year of Ascendancy at 06:08 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By ZappySaws the Whitehoof Adventurer level 31
10th Revenge 124th year of Ascendancy at 14:03 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By ZappySaws the Whitehoof Adventurer level 35
24th Pain 124th year of Ascendancy at 10:58 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By ZappySaws the Whitehoof Adventurer level 28
5th Revenge 124th year of Ascendancy at 08:17 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZappySaws the Whitehoof Adventurer level 32
10th Revenge 124th year of Ascendancy at 20:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZappySaws the Whitehoof Adventurer level 16
29th Retaking 124th year of Ascendancy at 23:10 see stats
Log
ZappySaws's spell attains critical power!
ZappySaws HEALS from fire damage!
Melee retaliation hits ZappySaws for (4 to psi shield), (2 flat reduction), 3 acid, (3 to psi shield), (2 flat reduction), 3 fire, 4 healing, (5 to psi shield), (2 flat reduction), 5 light, (4 to psi shield), (2 flat reduction), 3 acid, (3 to psi shield), (2 flat reduction), 3 fire, 4 healing, (5 to psi shield), (2 flat reduction), 5 light (21 total damage) [7 healing].
Shield of Light hits High Sun Paladin Aeryn for (10 absorbed), 0 light, (17 absorbed), 0 physical, (11 absorbed), 0 fire, (9 absorbed), 0 light (0 total damage).
ZappySaws's Beyond the Flesh hits High Sun Paladin Aeryn for (16 absorbed), 0 physical, (17 absorbed), 0 physical, (11 absorbed), 0 fire, (9 absorbed), 0 light (0 total damage).
Thunderstorm hits High Sun Paladin Aeryn for (76 absorbed), 0 lightning (0 total damage).
Shield of Light hits ZappySaws for 14 healing, 14 healing, 14 healing, 14 healing, 14 healing, 14 healing (0 total damage) [85 healing].
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
ZappySaws is recovering from the damage!
High Sun Paladin Aeryn hits ZappySaws for (32 to psi shield), (3 flat reduction), (60 resilience), 964 physical (964 total damage).
Melee retaliation hits High Sun Paladin Aeryn for (10 absorbed), 0 fire, (2 absorbed), 0 mind, (13 absorbed), 0 physical (0 total damage).
ZappySaws receives 14 healing from Shield of Light.
ZappySaws the level 37 whitehoof adventurer was crushed to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.
ZappySaws deactivates Beyond the Flesh.
ZappySaws can move freely once more.
ZappySaws deactivates Molten Iron Blood.
ZappySaws deactivates Hurricane.
ZappySaws deactivates Shield of Light.
ZappySaws deactivates Arcane Feed.
ZappySaws deactivates Tempest.
ZappySaws deactivates Kinetic Shield.
ZappySaws deactivates Arcane Combat.
ZappySaws deactivates Grinding Shield.
ZappySaws is no longer surging arcane power.
ZappySaws has finished recovering.
ZappySaws deactivates Feather Wind.
ZappySaws deactivates Thermal Shield.
ZappySaws deactivates Thunderstorm.
The furious lightning storm around ZappySaws calms down and disappears.




















































































































































